Interacting with a network to transmit virtual image data in augmented or virtual reality systems

ABSTRACT

One embodiment is directed to a system for enabling two or more users to interact within a virtual world comprising virtual world data, comprising a computer network comprising one or more computing devices, the one or more computing devices comprising memory, processing circuitry, and software stored at least in part in the memory and executable by the processing circuitry to process at least a portion of the virtual world data; wherein at least a first portion of the virtual world data originates from a first user virtual world local to a first user, and wherein the computer network is operable to transmit the first portion to a user device for presentation to a second user, such that the second user may experience the first portion from the location of the second user, such that aspects of the first user virtual world are effectively passed to the second user.

RELATED APPLICATION

The present application is a continuation of U.S. application Ser. No.14/205,126, filed on Mar. 11, 2014, which claims the benefit under 35U.S.C §119 to U.S. Provisional Application No. 61/776,771, filed on Mar.11, 2013. The foregoing applications are hereby incorporated byreference into the present application in their entirety.

FIELD OF THE INVENTION

The present invention generally relates to systems and methodsconfigured to facilitate interactive virtual or augmented realityenvironments for one or more users.

BACKGROUND

Virtual and augmented reality environments are generated by computersusing, in part, data that describes the environment. This data maydescribe, for example, various objects with which a user may sense andinteract with. Examples of these objects include objects that arerendered and displayed for a user to see, audio that is played for auser to hear, and tactile (or haptic) feedback for a user to feel. Usersmay sense and interact with the virtual and augmented realityenvironments through a variety of visual, auditory and tactical means.

SUMMARY

Embodiments of the present invention are directed to devices, systemsand methods for facilitating virtual reality and/or augmented realityinteraction for one or more users.

One embodiment is directed to a user display device comprising a housingframe mountable on a head of a user, a first pair of cameras coupled tothe housing frame to track a movement of the user's eyes and to estimatea depth of focus based on the tracked eye movements, a projection modulehaving a light generating mechanism to generate and modify, based on theestimated depth of focus, a projected light associated with a displayobject such that the display object appears to be in focus, a lensmounted on the housing frame, and—a processor communicatively coupled tothe projection module to communicate data associated with the displayimage to the projection module. The lens may comprise at least onetransparent mirror positioned in front of the user's eyes to bounce theprojected light into the user's eyes. The at least one transparentmirror may selectively allow a transmission of light from the localenvironment.

The user display device may further comprise a second pair of camerasmountable on the housing frame to capture a field-of-view image of aneye corresponding to each of the second pair of cameras. The processormay calculate a head pose of the user based on the capturedfield-of-view images.

The projection module may comprise a scanned laser arrangement to modifythe projected light beam associated with the display object based on theestimated depth of focus. The diameter of the projected light beam maybe less than 0.7 mm.

In one embodiment, the first pair of cameras may comprise infraredcameras paired with infrared light sources to track a movement of eachof the user's eyes. The user display device may further comprise asensor assembly comprising at least one sensor to sense at least one ofa movement of the user, a location of the user, a direction of the userand an orientation of the user. The at least one sensor may be anaccelerometer, a compass or a gyroscope. The processor may estimate ahead pose of the user based on the at least one of the movement of theuser, the location of the user, the direction of the user, and theorientation of the user. The user display device may comprise a GPSsystem. The user display device may further comprise a haptic interfacedevice communicatively coupled to the projection module to providetactile feedback 20. The user display device may further comprise anenvironment sensing system to digitally reconstruct an environment ofthe user.

The processor may be communicatively coupled to a computer network totransmit at least a portion of a virtual world data, and receive anotherportion of the virtual world data.

The user display device may comprise an audio speaker module mountableon the head frame to output sounds. The user display device may furthercomprise a microphone mountable on the housing frame to capture soundslocal to the user.

The projection module may modify another projected light associated withanother object that is not the display object such that the other objectappears blurred. The processor may render frames of the display objectat a rate of at least 60 frames per second.

The display object may be at least one of a virtual object, a renderedphysical object, an image and a video.

In another embodiment, a method comprises tracking a movement of auser's eyes, estimating a depth of focus of the user's eyes based on thetracked eye movement, modifying a light beam associated with a displayobject based on the estimated depth of focus such that the displayobject appears in focus, and projecting the modified light beam into theuser's eyes. The diameter of the projected light beam projected to theuser's eyes may be less than 0.7 mm.

The method may further comprise selectively allowing a transmission oflight from a local environment of the user based on a visualization modeof the display object. The visualization mode may be one of an augmentedreality mode, a virtual reality mode, and a combination of augmented andvirtual reality modes.

The method may further comprise capturing a field-of-view image of eachof the user's eyes. The captured field of view image may be used toestimate a head pose of the user. The captured field-of-view image maybe used to convert at least one physical object to a physically renderedvirtual object, and to display the physically rendered virtual object tothe user.

The method may further comprise extracting a set of points in thecaptured field-of-view image, and creating a fiducial for at least onephysical object in the captured field-of-view image based on theextracted set of points. The method may further comprise transmittingthe at least one of the extracted set of points and the created fiducialto a cloud computer, and tagging the at least one of the extracted setof points and the created fiducial to a type of object. The method mayfurther comprise recognizing a different physical object as belonging tothe type of object based on at least one of the tagged set of pointsassociated with the type of object and the tagged created fiducialassociated with the type of object.

The method may further comprise sensing at least one of a movement ofthe user, a location of the user, a direction of the user and anorientation of the user, and calculating a pose of the user based on theat least one sensed movement, sensed location, sensed direction andsensed orientation. The sensor may be at least one of an accelerometer,a compass and a gyroscope.

The method may further comprise processing a virtual world dataassociated with the display object to a cloud network, and transmittingat least a portion of the virtual world data associated with the displayobject to a second user located at a second location such that thesecond user may experience the at least portion of the virtual worlddata associated with the display object at the second location.

The method may further comprise sensing a physical object, andmodifying, based on a predetermined relationship with the sensedphysical object, at least a portion of the virtual world data associatedwith the display object. The method further comprises presenting themodified virtual world data to the second user.

The method may further comprise modifying another light associated withanother object that is not the display object such that the other objectappears blurred.

The method may further comprise receiving user input through a userinterface, and modifying the display object based on the received userinput. The user interface may be at least one of a haptic interfacedevice, a keyboard, a mouse, a joystick, a motion capture controller, anoptical tracking device and an audio input device. The display objectmay be at least one of a virtual object, a rendered physical object, animage and a video.

In another embodiment, a method comprises interacting with a virtualworld comprising virtual world data through a head-mounted user displaydevice, wherein the head-mounted user display device renders a displayimage associated with at least a portion of the virtual world data to auser based on an estimated depth of focus of the user's eyes, creatingan additional virtual world data originating from at least one of theinteraction of the head-mounted user device with the virtual world andan interaction with a physical environment of the user, and transmittingthe additional virtual world data to a computer network. The virtualworld may be presented in a two-dimensional format or athree-dimensional format.

The method may further comprise transmitting, for presentation theadditional virtual world data to a second user at a second location suchthat the second user can experience the additional virtual world datafrom the second location. The additional virtual world data may beassociated with a field-of-view image captured through the head-mounteduser display device. The additional virtual world data may be associatedwith at least one a sensed movement of the user, a sensed location ofthe user, a sensed direction of the user and a sensed orientation of theuser. The additional virtual world data may be associated with aphysical object sensed by the head-mounted user display device. Theadditional virtual world data may be associated with the display objecthaving a predetermined relationship with the sensed physical object.

The method may further comprise selecting, based on user input, aninterface for enabling interaction between the user and the head-mounteduser display device, and rendering the display object associated with atleast the portion of the virtual world data based on the selectedinterface. The selected interface may be one of a virtual reality mode,an augmented reality mode, a blended reality mode, and a combination ofthe virtual reality and augmented reality modes.

In another embodiment a method enabling two or more users to interactwith a virtual world comprising virtual world data comprises displayingthe virtual world through a first user display device in a firstvisualization mode of a first user, transmitting at least a portion ofthe virtual world data, through a computer network, to a second userdisplay, and displaying the virtual world associated with thetransmitted portion of the virtual world data in a second visualizationmode at the second user display device of a second user. The firstvisualization mode may be different from the second visualization mode.The first and visualization modes may be at least one of an augmentedreality mode, a virtual reality mode, a blended reality mode, and acombination of the virtual reality and augment reality modes.

In another embodiment, a method, comprises processing at least one of arendered physical image data associated with an image of a real physicalobject and a virtual image data associated with a virtual display objectbased on a selection of a user, and selectively displaying to a user theselected combination of a real physical object as seen by the user inreal-time, a rendered physical-virtual object, rendered based on thereal physical object as seen by the user in real-time, and the virtualdisplay object. The at least one of a real physical object, the renderedphysical-virtual object and the virtual display object may beselectively displayed based on user input of a visualization mode. Thevisualization mode may be at least one of an augmented reality mode, avirtual reality mode, a blended reality mode, and a combination of thevirtual and augmented reality modes.

The method further comprises receiving an image data associated withanother display object through a computer network and converting theimage data to a data format compatible with the selected visualizationmode such that the user can view the other display object in theselected visualization mode.

The method further comprises selectively allowing, based on the selectedvisualization mode, a transmission of light from an outside environmentsuch that the user can view the real physical object.

In another embodiment, a method, comprises selectively allowing, througha lens of a head-mounted user display device, a transmission of lightfrom an outside environment, wherein the head-mounted user displaydevice is configured for displaying either entirely virtual objects,entirely physical objects or a combination of virtual objects andphysical objects.

The selective allowance of transmission of light may be based on adesired visualization mode, wherein the desired visualization mode isone of an augmented reality mode, a virtual reality mode, a blendedreality mode, and a combination of augmented and virtual reality modes.

The method may further comprise allowing a complete transmission oflight from the outside environment when the head-mounted user displaydevice is turned off, such that the user only views the entirelyphysical objects.

The method may further comprise projecting a light beam associated withat least one display object having a particular shape into the user'seyes, and selectively allowing the transmission of light from theoutside environment based on the particular shape of the at least onedisplay object such that the user views the display object along withphysical objects in the outside environment. The method may furthercomprise preventing the transmission of light from the outsideenvironment such that the user only views the entirely virtual objects.

In another embodiment, a method enabling two or more users to interactwithin a virtual world comprising virtual world data comprises creatinga remote avatar for a first user accessing the virtual world through afirst user device at a first location, placing, the remote avatar of thefirst user, at a real geographical location, such that the first usercan experience the real geographical location through the first userdevice at the first location, and interacting with a second useraccessing the virtual world through a second user device at the realgeographical location through the remote avatar placed at the realgeographical location. The first location may be different from the realgeographical location, or the first location may be substantially thesame as the real geographical location.

The remote avatar may have a predetermined relationship to a physicalobject at the real geographical location. The remote avatar may respondto an environmental cue at the real geographical location. The movementof the remote avatar may controlled by the first user. The remote avatarmay interact with a second user at the real geographical location.

In another embodiment, a method comprises capturing, through ahead-mounted user display device, a field of view image of each of theuser's eyes, extracting a set of points in the captured field-of-viewimage, associating the extracted set of points to a particular object,and recognizing a different object based on the associated set of pointsof the particular object.

Another embodiment is directed to a system for enabling two or moreusers to interact within a virtual world comprising virtual world data,comprising a computer network comprising one or more computing devices,the one or more computing devices comprising memory, processingcircuitry, and software stored at least in part in the memory andexecutable by the processing circuitry to process at least a portion ofthe virtual world data; wherein at least a first portion of the virtualworld data originates from a first user virtual world local to a firstuser, and wherein the computer network is operable to transmit the firstportion to a user device for presentation to a second user, such thatthe second user may experience the first portion from the location ofthe second user, such that aspects of the first user virtual world areeffectively passed to the second user. The first and second users may bein different physical locations or in substantially the same physicallocation. At least a portion of the virtual world may be configured tochange in response to a change in the virtual world data. At least aportion of the virtual world may be configured to change in response toa physical object sensed by the user device. The change in virtual worlddata may represent a virtual object having a predetermined relationshipwith the physical object. The change in virtual world data may bepresented to a second user device for presentation to the second useraccording to the predetermined relationship. The virtual world may beoperable to be rendered by at least one of the computer servers or auser device. The virtual world may be presented in a two-dimensionalformat. The virtual world may be presented in a three-dimensionalformat. The user device may be operable to provide an interface forenabling interaction between a user and the virtual world in anaugmented reality mode. The user device may be operable to provide aninterface for enabling interaction between a user and the virtual worldin a virtual reality mode. The user device may be operable to provide aninterface for enabling interaction between a user and the virtual worlda combination of augmented and virtual reality mode. The virtual worlddata may be transmitted over a data network. The computer network may beoperable to receive at least a portion of the virtual world data from auser device. At least a portion of the virtual world data transmitted tothe user device may comprise instructions for generating at least aportion of the virtual world. At least a portion of the virtual worlddata may be transmitted to a gateway for at least one of processing ordistribution. At least one of the one or more computer servers may beoperable to process virtual world data distributed by the gateway.

Another embodiment is directed to a system for virtual and/or augmenteduser experience wherein remote avatars are animated based at least inpart upon data on a wearable device with optional input from voiceinflection and facial recognition software.

Another embodiment is directed to a system for virtual and/or augmenteduser experience wherein a camera pose or viewpoint position and vectormay be placed anywhere in a world sector.

Another embodiment is directed to a system for virtual and/or augmenteduser experience wherein worlds or portions thereof may be rendered forobserving users at diverse and selectable scales.

Another embodiment is directed to a system for virtual and/or augmenteduser experience wherein features, such as points or parametric lines, inaddition to pose tagged images, may be utilized as base data for a worldmodel from which software robots, or object recognizers, may be utilizedto create parametric representations of real-world objects, taggingsource features for mutual inclusion in segmented objects and the worldmodel.

Additional and other objects, features, and advantages of the inventionare described in the detail description, figures and claims.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates a representative embodiment of the disclosed systemfor facilitating interactive virtual or augmented reality environmentsfor multiple users.

FIG. 2 illustrates an example of a user device for interacting with thesystem illustrated in FIG. 1.

FIG. 3 illustrates an example embodiment of a mobile, wearable userdevice.

FIG. 4 illustrates an example of objects viewed by a user when themobile, wearable user device of FIG. 3 is operating in an augmentedmode.

FIG. 5 illustrates an example of objects viewed by a user when themobile, wearable user device of FIG. 3 is operating in a virtual mode.

FIG. 6 illustrates an example of objects viewed by a user when themobile, wearable user device of FIG. 3 is operating in a blended virtualinterface mode.

FIG. 7 illustrates an embodiment wherein two users located in differentgeographical locations each interact with the other user and a commonvirtual world through their respective user devices.

FIG. 8 illustrates an embodiment wherein the embodiment of FIG. 7 isexpanded to include the use of a haptic device.

FIG. 9A illustrates an example of mixed mode interfacing, wherein afirst user is interfacing a digital world in a blended virtual interfacemode and a second user is interfacing the same digital world in avirtual reality mode.

FIG. 9B illustrates another example of mixed mode interfacing, whereinthe first user is interfacing a digital world in a blended virtualinterface mode and the second user is interfacing the same digital worldin an augmented reality mode.

FIG. 10 illustrates an example illustration of a user's view wheninterfacing the system in an augmented reality mode.

FIG. 11 illustrates an example illustration of a user's view showing avirtual object triggered by a physical object when the user isinterfacing the system in an augmented reality mode.

FIG. 12 illustrates one embodiment of an augmented and virtual realityintegration configuration wherein one user in an augmented realityexperience visualizes the presence of another user in a virtual realtyexperience.

FIG. 13 illustrates one embodiment of a time and/or contingency eventbased augmented reality experience configuration.

FIG. 14 illustrates one embodiment of a user display configurationsuitable for virtual and/or augmented reality experiences.

FIG. 15 illustrates one embodiment of local and cloud-based computingcoordination.

FIG. 16 illustrates various aspects of registration configurations.

FIG. 17 illustrates an example of a family interacting with a digitalworld of the virtual and/or augmented reality system according to onegaming embodiment.

FIG. 18 illustrates an example illustration of a user's view of anenvironment of the digital world as seen by the users of FIG. 17.

FIG. 19 illustrates a user present in the physical environment viewed bythe users of FIG. 17 interacting with the same digital world through awearable user device.

FIG. 20 illustrates an example illustration of a user's view of the userof FIG. 19.

FIG. 21 illustrates an example illustration of another user's view, theother user also present in the physical environment viewed by the usersof FIG. 17, interacting with the same digital world of the users of FIG.17 and FIG. 19 through a mobile device.

FIG. 22 illustrates an example illustration of a user's bird-eye view ofthe environment of FIGS. 17-21.

FIG. 23 illustrates an example scenario of multiple users interactingwith the virtual and/or augmented reality system.

FIG. 24A illustrates an example embodiment of a mobile communicationsdevice for interacting with the system illustrated in FIG. 1.

FIG. 24B illustrates an example embodiment of the mobile communicationdevice of FIG. 24A removable and operatively coupled into an enhancementconsole.

FIG. 25 illustrates one embodiment of coarse localization.

DETAILED DESCRIPTION

Referring to FIG. 1, system 100 is representative hardware forimplementing processes described below. This representative systemcomprises a computing network 105 comprised of one or more computerservers 110 connected through one or more high bandwidth interfaces 115.The servers in the computing network need not be co-located. The one ormore servers 110 each comprise one or more processors for executingprogram instructions. The servers also include memory for storing theprogram instructions and data that is used and/or generated by processesbeing carried out by the servers under direction of the programinstructions.

The computing network 105 communicates data between the servers 110 andbetween the servers and one or more user devices 120 over one or moredata network connections 130. Examples of such data networks include,without limitation, any and all types of public and private datanetworks, both mobile and wired, including for example theinterconnection of many of such networks commonly referred to as theInternet. No particular media, topology or protocol is intended to beimplied by the figure.

User devices are configured for communicating directly with computingnetwork 105, or any of the servers 110. Alternatively, user devices 120communicate with the remote servers 110, and, optionally, with otheruser devices locally, through a specially programmed, local gateway 140for processing data and/or for communicating data between the network105 and one or more local user devices 120.

As illustrated, gateway 140 is implemented as a separate hardwarecomponent, which includes a processor for executing softwareinstructions and memory for storing software instructions and data. Thegateway has its own wired and/or wireless connection to data networksfor communicating with the servers 110 comprising computing network 105.Alternatively, gateway 140 can be integrated with a user device 120,which is worn or carried by a user. For example, the gateway 140 may beimplemented as a downloadable software application installed and runningon a processor included in the user device 120. The gateway 140provides, in one embodiment, one or more users access to the computingnetwork 105 via the data network 130.

Servers 110 each include, for example, working memory and storage forstoring data and software programs, microprocessors for executingprogram instructions, graphics processors and other special processorsfor rendering and generating graphics, images, video, audio andmulti-media files. Computing network 105 may also comprise devices forstoring data that is accessed, used or created by the servers 110.

Software programs running on the servers and optionally user devices 120and gateways 140, are used to generate digital worlds (also referred toherein as virtual worlds) with which users interact with user devices120. A digital world is represented by data and processes that describeand/or define virtual, non-existent entities, environments, andconditions that can be presented to a user through a user device 120 forusers to experience and interact with. For example, some type of object,entity or item that will appear to be physically present wheninstantiated in a scene being viewed or experienced by a user mayinclude a description of its appearance, its behavior, how a user ispermitted to interact with it, and other characteristics. Data used tocreate an environment of a virtual world (including virtual objects) mayinclude, for example, atmospheric data, terrain data, weather data,temperature data, location data, and other data used to define and/ordescribe a virtual environment. Additionally, data defining variousconditions that govern the operation of a virtual world may include, forexample, laws of physics, time, spatial relationships and other datathat may be used to define and/or create various conditions that governthe operation of a virtual world (including virtual objects).

The entity, object, condition, characteristic, behavior or other featureof a digital world will be generically referred to herein, unless thecontext indicates otherwise, as an object (e.g., digital object, virtualobject, rendered physical object, etc.). Objects may be any type ofanimate or inanimate object, including but not limited to, buildings,plants, vehicles, people, animals, creatures, machines, data, video,text, pictures, and other users. Objects may also be defined in adigital world for storing information about items, behaviors, orconditions actually present in the physical world. The data thatdescribes or defines the entity, object or item, or that stores itscurrent state, is generally referred to herein as object data. This datais processed by the servers 110 or, depending on the implementation, bya gateway 140 or user device 120, to instantiate an instance of theobject and render the object in an appropriate manner for the user toexperience through a user device.

Programmers who develop and/or curate a digital world create or defineobjects, and the conditions under which they are instantiated. However,a digital world can allow for others to create or modify objects. Oncean object is instantiated, the state of the object may be permitted tobe altered, controlled or manipulated by one or more users experiencinga digital world.

For example, in one embodiment, development, production, andadministration of a digital world are generally provided by one or moresystem administrative programmers. In some embodiments, this may includedevelopment, design, and/or execution of story lines, themes, and eventsin the digital worlds as well as distribution of narratives throughvarious forms of events and media such as, for example, film, digital,network, mobile, augmented reality, and live entertainment. The systemadministrative programmers may also handle technical administration,moderation, and curation of the digital worlds and user communitiesassociated therewith, as well as other tasks typically performed bynetwork administrative personnel.

Users interact with one or more digital worlds using some type of alocal computing device, which is generally designated as a user device120. Examples of such user devices include, but are not limited to, asmart phone, tablet device, heads-up display (HUD), gaming console, orany other device capable of communicating data and providing aninterface or display to the user, as well as combinations of suchdevices. In some embodiments, the user device 120 may include, orcommunicate with, local peripheral or input/output components such as,for example, a keyboard, mouse, joystick, gaming controller, hapticinterface device, motion capture controller, an optical tracking devicesuch as those available from Leap Motion, Inc., or those available fromMicrosoft under the trade name Kinect®, audio equipment, voiceequipment, projector system, 3D display, and holographic 3D contactlens.

An example of a user device 120 for interacting with the system 100 isillustrated in FIG. 2. In the example embodiment shown in FIG. 2, a user210 may interface one or more digital worlds through a smart phone 220.The gateway is implemented by a software application 230 stored on andrunning on the smart phone 220. In this particular example, the datanetwork 130 includes a wireless mobile network connecting the userdevice (i.e., smart phone 220) to the computer network 105.

In one implementation of preferred embodiment, system 100 is capable ofsupporting a large number of simultaneous users (e.g., millions ofusers), each interfacing with the same digital world, or with multipledigital worlds, using some type of user device 120.

The user device provides to the user an interface for enabling a visual,audible, and/or physical interaction between the user and a digitalworld generated by the servers 110, including other users and objects(real or virtual) presented to the user. The interface provides the userwith a rendered scene that can be viewed, heard or otherwise sensed, andthe ability to interact with the scene in real-time. The manner in whichthe user interacts with the rendered scene may be dictated by thecapabilities of the user device. For example, if the user device is asmart phone, the user interaction may be implemented by a usercontacting a touch screen. In another example, if the user device is acomputer or gaming console, the user interaction may be implementedusing a keyboard or gaming controller. User devices may includeadditional components that enable user interaction such as sensors,wherein the objects and information (including gestures) detected by thesensors may be provided as input representing user interaction with thevirtual world using the user device.

The rendered scene can be presented in various formats such as, forexample, two-dimensional or three-dimensional visual displays (includingprojections), sound, and haptic or tactile feedback. The rendered scenemay be interfaced by the user in one or more modes including, forexample, augmented reality, virtual reality, and combinations thereof.The format of the rendered scene, as well as the interface modes, may bedictated by one or more of the following: user device, data processingcapability, user device connectivity, network capacity and systemworkload. Having a large number of users simultaneously interacting withthe digital worlds, and the real-time nature of the data exchange, isenabled by the computing network 105, servers 110, the gateway component140 (optionally), and the user device 120.

In one example, the computing network 105 IS comprised of a large-scalecomputing system having single and/or multi-core servers (i.e., servers110) connected through high-speed connections (e.g., high bandwidthinterfaces 115). The computing network 105 may form a cloud or gridnetwork. Each of the servers includes memory, or is coupled withcomputer readable memory for storing software for implementing data tocreate, design, alter, or process objects of a digital world. Theseobjects and their instantiations may be dynamic, come in and out ofexistence, change over time, and change in response to other conditions.Examples of dynamic capabilities of the objects are generally discussedherein with respect to various embodiments. In some embodiments, eachuser interfacing the system 100 may also be represented as an object,and/or a collection of objects, within one or more digital worlds.

The servers 110 within the computing network 105 also storecomputational state data for each of the digital worlds. Thecomputational state data (also referred to herein as state data) may bea component of the object data, and generally defines the state of aninstance of an object at a given instance in time. Thus, thecomputational state data may change over time and may be impacted by theactions of one or more users and/or programmers maintaining the system100. As a user impacts the computational state data (or other datacomprising the digital worlds), the user directly alters or otherwisemanipulates the digital world. If the digital world is shared with, orinterfaced by, other users, the actions of the user may affect what isexperienced by other users interacting with the digital world. Thus, insome embodiments, changes to the digital world made by a user will beexperienced by other users interfacing with the system 100.

The data stored in one or more servers 110 within the computing network105 is, in one embodiment, transmitted or deployed at a high-speed, andwith low latency, to one or more user devices 120 and/or gatewaycomponents 140. In one embodiment, object data shared by servers may becomplete or may be compressed, and contain instructions for recreatingthe full object data on the user side, rendered and visualized by theuser's local computing device (e.g., gateway 140 and/or user device120). Software running on the servers 110 of the computing network 105may, in some embodiments, adapt the data it generates and sends to aparticular user's device 120 for objects within the digital world (orany other data exchanged by the computing network 105) as a function ofthe user's specific device and bandwidth. For example, when a userinteracts with a digital world through a user device 120, a server 110may recognize the specific type of device being used by the user, thedevice's connectivity and/or available bandwidth between the user deviceand server, and appropriately size and balance the data being deliveredto the device to optimize the user interaction. An example of this mayinclude reducing the size of the transmitted data to a low resolutionquality, so that the data may be displayed on a particular user devicehaving a low resolution display. In a preferred embodiment, thecomputing network 105 and/or gateway component 140 deliver data to theuser device 120 at a rate sufficient to present an interface operatingat 15 frames/second or higher, and at a resolution that is highdefinition quality or greater.

The gateway 140 provides local connection to the computing network 105for one or more users. In some embodiments, it may be implemented by adownloadable software application that runs on the user device 120 oranother local device, such as that shown in FIG. 2. In otherembodiments, it may be implemented by a hardware component (withappropriate software/firmware stored on the component, the componenthaving a processor) that is either in communication with, but notincorporated with or attracted to, the user device 120, or incorporatedwith the user device 120. The gateway 140 communicates with thecomputing network 105 via the data network 130, and provides dataexchange between the computing network 105 and one or more local userdevices 120. As discussed in greater detail below, the gateway component140 may include software, firmware, memory, and processing circuitry,and may be capable of processing data communicated between the network105 and one or more local user devices 120.

In some embodiments, the gateway component 140 monitors and regulatesthe rate of the data exchanged between the user device 120 and thecomputer network 105 to allow optimum data processing capabilities forthe particular user device 120. For example, in some embodiments, thegateway 140 buffers and downloads both static and dynamic aspects of adigital world, even those that are beyond the field of view presented tothe user through an interface connected with the user device. In such anembodiment, instances of static objects (structured data, softwareimplemented methods, or both) may be stored in memory (local to thegateway component 140, the user device 120, or both) and are referencedagainst the local user's current position, as indicated by data providedby the computing network 105 and/or the user's device 120. Instances ofdynamic objects, which may include, for example, intelligent softwareagents and objects controlled by other users and/or the local user, arestored in a high-speed memory buffer. Dynamic objects representing atwo-dimensional or three-dimensional object within the scene presentedto a user can be, for example, broken down into component shapes, suchas a static shape that is moving but is not changing, and a dynamicshape that is changing. The part of the dynamic object that is changingcan be updated by a real-time, threaded high priority data stream from aserver 110, through computing network 105, managed by the gatewaycomponent 140. As one example of a prioritized threaded data stream,data that is within a 60 degree field-of-view of the user's eye may begiven higher priority than data that is more peripheral. Another exampleincludes prioritizing dynamic characters and/or objects within theuser's field-of-view over static objects in the background.

In addition to managing a data connection between the computing network105 and a user device 120, the gateway component 140 may store and/orprocess data that may be presented to the user device 120. For example,the gateway component 140 may, in some embodiments, receive compresseddata describing, for example, graphical objects to be rendered forviewing by a user, from the computing network 105 and perform advancedrendering techniques to alleviate the data load transmitted to the userdevice 120 from the computing network 105. In another example, in whichgateway 140 is a separate device, the gateway 140 may store and/orprocess data for a local instance of an object rather than transmittingthe data to the computing network 105 for processing.

Referring now also to FIG. 3, the digital worlds may be experienced byone or more users in various formats that may depend upon thecapabilities of the user's device. In some embodiments, the user device120 may include, for example, a smart phone, tablet device, heads-updisplay (HUD), gaming console, or a wearable device. Generally, the userdevice will include a processor for executing program code stored inmemory on the device, coupled with a display, and a communicationsinterface. An example embodiment of a user device is illustrated in FIG.3, wherein the user device comprises a mobile, wearable device, namely ahead-mounted display system 300. In accordance with an embodiment of thepresent disclosure, the head-mounted display system 300 includes a userinterface 302, user-sensing system 304, environment-sensing system 306,and a processor 308. Although the processor 308 is shown in FIG. 3 as anisolated component separate from the head-mounted system 300, in analternate embodiment, the processor 308 may be integrated with one ormore components of the head-mounted system 300, or may be integratedinto other system 100 components such as, for example, the gateway 140.

The user device presents to the user an interface 302 for interactingwith and experiencing a digital world. Such interaction may involve theuser and the digital world, one or more other users interfacing thesystem 100, and objects within the digital world. The interface 302generally provides image and/or audio sensory input (and in someembodiments, physical sensory input) to the user. Thus, the interface302 may include speakers (not shown) and a display component 303capable, in some embodiments, of enabling stereoscopic 3D viewing and/or3D viewing which embodies more natural characteristics of the humanvision system. In some embodiments, the display component 303 maycomprise a transparent interface (such as a clear OLED) which, when inan “off” setting, enables an optically correct view of the physicalenvironment around the user with little-to-no optical distortion orcomputing overlay. As discussed in greater detail below, the interface302 may include additional settings that allow for a variety ofvisual/interface performance and functionality.

The user-sensing system 304 may include, in some embodiments, one ormore sensors 310 operable to detect certain features, characteristics,or information related to the individual user wearing the system 300.For example, in some embodiments, the sensors 310 may include a cameraor optical detection/scanning circuitry capable of detecting real-timeoptical characteristics/measurements of the user such as, for example,one or more of the following: pupil constriction/dilation, angularmeasurement/positioning of each pupil, spherocity, eye shape (as eyeshape changes over time) and other anatomic data. This data may provide,or be used to calculate, information (e.g., the user's visual focalpoint) that may be used by the head-mounted system 300 and/or interfacesystem 100 to optimize the user's viewing experience. For example, inone embodiment, the sensors 310 may each measure a rate of pupilcontraction for each of the user's eyes. This data may be transmitted tothe processor 308 (or the gateway component 140 or to a server 110),wherein the data is used to determine, for example, the user's reactionto a brightness setting of the interface display 303. The interface 302may be adjusted in accordance with the user's reaction by, for example,dimming the display 303 if the user's reaction indicates that thebrightness level of the display 303 is too high. The user-sensing system304 may include other components other than those discussed above orillustrated in FIG. 3. For example, in some embodiments, theuser-sensing system 304 may include a microphone for receiving voiceinput from the user. The user sensing system may also include one ormore infrared camera sensors, one or more visible spectrum camerasensors, structured light emitters and/or sensors, infrared lightemitters, coherent light emitters and/or sensors, gyros, accelerometers,magnetometers, proximity sensors, GPS sensors, ultrasonic emitters anddetectors and haptic interfaces.

The environment-sensing system 306 includes one or more sensors 312 forobtaining data from the physical environment around a user. Objects orinformation detected by the sensors may be provided as input to the userdevice. In some embodiments, this input may represent user interactionwith the virtual world. For example, a user viewing a virtual keyboardon a desk may gesture with his fingers as if he were typing on thevirtual keyboard. The motion of the fingers moving may be captured bythe sensors 312 and provided to the user device or system as input,wherein the input may be used to change the virtual world or create newvirtual objects. For example, the motion of the fingers may berecognized (using a software program) as typing, and the recognizedgesture of typing may be combined with the known location of the virtualkeys on the virtual keyboard. The system may then render a virtualmonitor displayed to the user (or other users interfacing the system)wherein the virtual monitor displays the text being typed by the user.

The sensors 312 may include, for example, a generally outward-facingcamera or a scanner for interpreting scene information, for example,through continuously and/or intermittently projected infrared structuredlight. The environment-sensing system 306 may be used for mapping one ormore elements of the physical environment around the user by detectingand registering the local environment, including static objects, dynamicobjects, people, gestures and various lighting, atmospheric and acousticconditions. Thus, in some embodiments, the environment-sensing system306 may include image-based 3D reconstruction software embedded in alocal computing system (e.g., gateway component 140 or processor 308)and operable to digitally reconstruct one or more objects or informationdetected by the sensors 312. In one exemplary embodiment, theenvironment-sensing system 306 provides one or more of the following:motion capture data (including gesture recognition), depth sensing,facial recognition, object recognition, unique object featurerecognition, voice/audio recognition and processing, acoustic sourcelocalization, noise reduction, infrared or similar laser projection, aswell as monochrome and/or color CMOS sensors (or other similar sensors),field-of-view sensors, and a variety of other optical-enhancing sensors.It should be appreciated that the environment-sensing system 306 mayinclude other components other than those discussed above or illustratedin FIG. 3. For example, in some embodiments, the environment-sensingsystem 306 may include a microphone for receiving audio from the localenvironment. The user sensing system may also include one or moreinfrared camera sensors, one or more visible spectrum camera sensors,structure light emitters and/or sensors, infrared light emitters,coherent light emitters and/or sensors gyros, accelerometers,magnetometers, proximity sensors, GPS sensors, ultrasonic emitters anddetectors and haptic interfaces.

As mentioned above, the processor 308 may, in some embodiments, beintegrated with other components of the head-mounted system 300,integrated with other components of the interface system 100, or may bean isolated device (wearable or separate from the user) as shown in FIG.3. The processor 308 may be connected to various components of thehead-mounted system 300 and/or components of the interface system 100through a physical, wired connection, or through a wireless connectionsuch as, for example, mobile network connections (including cellulartelephone and data networks), Wi-Fi or Bluetooth. The processor 308 mayinclude a memory module, integrated and/or additional graphicsprocessing unit, wireless and/or wired internet connectivity, and codecand/or firmware capable of transforming data from a source (e.g., thecomputing network 105, the user-sensing system 304, theenvironment-sensing system 306, or the gateway component 140) into imageand audio data, wherein the images/video and audio may be presented tothe user via the interface 302.

The processor 308 handles data processing for the various components ofthe headmounted system 300 as well as data exchange between thehead-mounted system 300 and the gateway component 140 and, in someembodiments, the computing network 105. For example, the processor 308may be used to buffer and process data streaming between the user andthe computing network 105, thereby enabling a smooth, continuous andhigh fidelity user experience. In some embodiments, the processor 308may process data at a rate sufficient to achieve anywhere between 8frames/second at 320×240 resolution to 24 frames/second at highdefinition resolution (1280×720), or greater, such as 60-120frames/second and 4 k resolution and higher (10 k+ resolution and 50,000frames/second). Additionally, the processor 308 may store and/or processdata that may be presented to the user, rather than streamed inreal-time from the computing network 105. For example, the processor 308may, in some embodiments, receive compressed data from the computingnetwork 105 and perform advanced rendering techniques (such as lightingor shading) to alleviate the data load transmitted to the user device120 from the computing network 105. In another example, the processor308 may store and/or process local object data rather than transmittingthe data to the gateway component 140 or to the computing network 105.

The head-mounted system 300 may, in some embodiments, include varioussettings, or modes, that allow for a variety of visual/interfaceperformance and functionality. The modes may be selected manually by theuser, or automatically by components of the head-mounted system 300 orthe gateway component 140. As previously mentioned, one example ofheadmounted system 300 includes an “off” mode, wherein the interface 302provides substantially no digital or virtual content. In the off mode,the display component 303 may be transparent, thereby enabling anoptically correct view of the physical environment around the user withlittle-to-no optical distortion or computing overlay.

In one example embodiment, the head-mounted system 300 includes an“augmented” mode, wherein the interface 302 provides an augmentedreality interface. In the augmented mode, the interface display 303 maybe substantially transparent, thereby allowing the user to view thelocal, physical environment. At the same time, virtual object dataprovided by the computing network 105, the processor 308, and/or thegateway component 140 is presented on the display 303 in combinationwith the physical, local environment.

FIG. 4 illustrates an example embodiment of objects viewed by a userwhen the interface 302 is operating in an augmented mode. As shown inFIG. 4, the interface 302 presents a physical object 402 and a virtualobject 404. In the embodiment illustrated in FIG. 4, the physical object402 is a real, physical object existing in the local environment of theuser, whereas the virtual object 404 is an object created by the system100, and displayed via the user interface 302. In some embodiments, thevirtual object 404 may be displayed at a fixed position or locationwithin the physical environment (e.g., a virtual monkey standing next toa particular street sign located in the physical environment), or may bedisplayed to the user as an object located at a position relative to theuser interface/display 303 (e.g., a virtual clock or thermometer visiblein the upper, left corner of the display 303).

In some embodiments, virtual objects may be made to be cued off of, ortrigged by, an object physically present within or outside a user'sfield of view. Virtual object 404 is cued off, or triggered by, thephysical object 402. For example, the physical object 402 may actuallybe a stool, and the virtual object 404 may be displayed to the user(and, in some embodiments, to other users interfacing the system 100) asa virtual animal standing on the stool. In such an embodiment, theenvironment-sensing system 306 may use software and/or firmware stored,for example, in the processor 308 to recognize various features and/orshape patterns (captured by the sensors 312) to identify the physicalobject 402 as a stool. These recognized shape patterns such as, forexample, the stool top, may be used to trigger the placement of thevirtual object 404. Other examples include walls, tables, furniture,cars, buildings, people, floors, plants, animals—any object which can beseen can be used to trigger an augmented reality experience in somerelationship to the object or objects.

In some embodiments, the particular virtual object 404 that is triggeredmay be selected by the user or automatically selected by othercomponents of the head-mounted system 300 or interface system 100.Additionally, in embodiments in which the virtual object 404 isautomatically triggered, the particular virtual object 404 may beselected based upon the particular physical object 402 (or featurethereof) off which the virtual object 404 is cued or triggered. Forexample, if the physical object is identified as a diving boardextending over a pool, the triggered virtual object may be a creaturewearing a snorkel, bathing suit, floatation device, or other relateditems.

In another example embodiment, the head-mounted system 300 may include a“virtual” mode, wherein the interface 302 provides a virtual realityinterface. In the virtual mode, the physical environment is omitted fromthe display 303, and virtual object data provided by the computingnetwork 105, the processor 308, and/or the gateway component 140 ispresented on the display 303. The omission of the physical environmentmay be accomplished by physically blocking the visual display 303 (e.g.,via a cover) or through a feature of the interface 302 wherein thedisplay 303 transitions to an opaque setting. In the virtual mode, liveand/or stored visual and audio sensory may be presented to the userthrough the interface 302, and the user experiences and interacts with adigital world (digital objects, other users, etc.) through the virtualmode of the interface 302. Thus, the interface provided to the user inthe virtual mode is comprised of virtual object data comprising avirtual, digital world.

FIG. 5 illustrates an example embodiment of a user interface when theheadmounted interface 302 is operating in a virtual mode. As shown inFIG. 5, the user interface presents a virtual world 500 comprised ofdigital objects 510, wherein the digital objects 510 may includeatmosphere, weather, terrain, buildings, and people. Although it is notillustrated in FIG. 5, digital objects may also include, for example,plants, vehicles, animals, creatures, machines, artificial intelligence,location information, and any other object or information defining thevirtual world 500.

In another example embodiment, the head-mounted system 300 may include a“blended” mode, wherein various features of the head-mounted system 300(as well as features of the virtual and augmented modes) may be combinedto create one or more custom interface modes. In one example custominterface mode, the physical environment is omitted from the display303, and virtual object data is presented on the display 303 in a mannersimilar to the virtual mode. However, in this example custom interfacemode, virtual objects may be fully virtual (i.e., they do not exist inthe local, physical environment) or they may be real, local, physicalobjects rendered as a virtual object in the interface 302 in place ofthe physical object. Thus, in this particular custom mode (referred toherein as a blended virtual interface mode), live and/or stored visualand audio sensory may be presented to the user through the interface302, and the user experiences and interacts with a digital worldcomprising fully virtual objects and rendered physical objects.

FIG. 6 illustrates an example embodiment of a user interface operatingin accordance with the blended virtual interface mode. As shown in FIG.6, the user interface presents a virtual world 600 comprised of fullyvirtual objects 610, and rendered physical objects 620 (renderings ofobjects otherwise physically present in the scene). In accordance withthe example illustrated in FIG. 6, the rendered physical objects 620include a building 620A, ground 620B, and a platform 620C, and are shownwith a bolded outline 630 to indicate to the user that the objects arerendered. Additionally, the fully virtual objects 610 include anadditional user 610A, clouds 610B, sun 610C, and flames 610D on top ofthe platform 620C. It should be appreciated that fully virtual objects610 may include, for example, atmosphere, weather, terrain, buildings,people, plants, vehicles, animals, creatures, machines, artificialintelligence, location information, and any other object or informationdefining the virtual world 600, and not rendered from objects existingin the local, physical environment. Conversely, the rendered physicalobjects 620 are real, local, physical objects rendered as a virtualobject in the interface 302. The bolded outline 630 represents oneexample for indicating rendered physical objects to a user. As such, therendered physical objects may be indicated as such using methods otherthan those disclosed herein.

In some embodiments, the rendered physical objects 620 may be detectedusing the sensors 312 of the environment-sensing system 306 (or usingother devices such as a motion or image capture system), and convertedinto digital object data by software and/or firmware stored, forexample, in the processing circuitry 308. Thus, as the user interfaceswith the system 100 in the blended virtual interface mode, variousphysical objects may be displayed to the user as rendered physicalobjects. This may be especially useful for allowing the user tointerface with the system 100, while still being able to safely navigatethe local, physical environment. In some embodiments, the user may beable to selectively remove or add the rendered physical objects to theinterface display 303.

In another example custom interface mode, the interface display 303 maybe substantially transparent, thereby allowing the user to view thelocal, physical environment, while various local, physical objects aredisplayed to the user as rendered physical objects. This example custominterface mode is similar to the augmented mode, except that one or moreof the virtual objects may be rendered physical objects as discussedabove with respect to the previous example.

The foregoing example custom interface modes represent a few exampleembodiments of various custom interface modes capable of being providedby the blended mode of the head-mounted system 300. Accordingly, variousother custom interface modes may be created from the various combinationof features and functionality provided by the components of theheadmounted system 300 and the various modes discussed above withoutdeparting from the scope of the present disclosure.

The embodiments discussed herein merely describe a few examples forproviding an interface operating in an off, augmented, virtual, orblended mode, and are not intended to limit the scope or content of therespective interface modes or the functionality of the components of thehead-mounted system 300. For example, in some embodiments, the virtualobjects may include data displayed to the user (time, temperature,elevation, etc.), objects created and/or selected by the system 100,objects created and/or selected by a user, or even objects representingother users interfacing the system 100. Additionally, the virtualobjects may include an extension of physical objects (e.g., a virtualsculpture growing from a physical platform) and may be visuallyconnected to, or disconnected from, a physical object.

The virtual objects may also be dynamic and change with time, change inaccordance with various relationships (e.g., location, distance, etc.)between the user or other users, physical objects, and other virtualobjects, and/or change in accordance with other variables specified inthe software and/or firmware of the head-mounted system 300, gatewaycomponent 140, or servers 110. For example, in certain embodiments, avirtual object may respond to a user device or component thereof (e.g.,a virtual ball moves when a haptic device is placed next to it),physical or verbal user interaction (e.g., a virtual creature runs awaywhen the user approaches it, or speaks when the user speaks to it), achair is thrown at a virtual creature and the creature dodges the chair,other virtual objects (e.g., a first virtual creature reacts when itsees a second virtual creature), physical variables such as location,distance, temperature, time, etc. or other physical objects in theuser's environment (e.g., a virtual creature shown standing in aphysical street becomes flattened when a physical car passes).

The various modes discussed herein may be applied to user devices otherthan the head-mounted system 300. For example, an augmented realityinterface may be provided via a mobile phone or tablet device. In suchan embodiment, the phone or tablet may use a camera to capture thephysical environment around the user, and virtual objects may beoverlaid on the phone/tablet display screen. Additionally, the virtualmode may be provided by displaying the digital world on the displayscreen of the phone/tablet. Accordingly, these modes may be blended asto create various custom interface modes as described above using thecomponents of the phone/tablet discussed herein, as well as othercomponents connected to, or used in combination with, the user device.For example, the blended virtual interface mode may be provided by acomputer monitor, television screen, or other device lacking a cameraoperating in combination with a motion or image capture system. In thisexample embodiment, the virtual world may be viewed from themonitor/screen and the object detection and rendering may be performedby the motion or image capture system.

FIG. 7 illustrates an example embodiment of the present disclosure,wherein two users located in different geographical locations eachinteract with the other user and a common virtual world through theirrespective user devices. In this embodiment, the two users 701 and 702are throwing a virtual ball 703 (a type of virtual object) back andforth, wherein each user is capable of observing the impact of the otheruser on the virtual world (e.g., each user observes the virtual ballchanging directions, being caught by the other user, etc.). Since themovement and location of the virtual objects (i.e., the virtual ball703) are tracked by the servers 110 in the computing network 105, thesystem 100 may, in some embodiments, communicate to the users 701 and702 the exact location and timing of the arrival of the ball 703 withrespect to each user. For example, if the first user 701 is located inLondon, the user 701 may throw the ball 703 to the second user 702located in Los Angeles at a velocity calculated by the system 100.Accordingly, the system 100 may communicate to the second user 702(e.g., via email, text message, instant message, etc.) the exact timeand location of the ball's arrival. As such, the second user 702 may usehis device to see the ball 703 arrive at the specified time and located.One or more users may also use geo-location mapping software (orsimilar) to track one or more virtual objects as they travel virtuallyacross the globe. An example of this may be a user wearing a 3Dhead-mounted display looking up in the sky and seeing a virtual planeflying overhead, superimposed on the real world. The virtual plane maybe flown by the user, by intelligent software agents (software runningon the user device or gateway), other users who may be local and/orremote, and/or any of these combinations.

As previously mentioned, the user device may include a haptic interfacedevice, wherein the haptic interface device provides a feedback (e.g.,resistance, vibration, lights, sound, etc.) to the user when the hapticdevice is determined by the system 100 to be located at a physical,spatial location relative to a virtual object. For example, theembodiment described above with respect to FIG. 7 may be expanded toinclude the use of a haptic device 802, as shown in FIG. 8.

In this example embodiment, the haptic device 802 may be displayed inthe virtual world as a baseball bat. When the ball 703 arrives, the user702 may swing the haptic device 802 at the virtual ball 703. If thesystem 100 determines that the virtual bat provided by the haptic device802 made “contact” with the ball 703, then the haptic device 802 mayvibrate or provide other feedback to the user 702, and the virtual ball703 may ricochet off the virtual bat in a direction calculated by thesystem 100 in accordance with the detected speed, direction, and timingof the ball-to-bat contact.

The disclosed system 100 may, in some embodiments, facilitate mixed modeinterfacing, wherein multiple users may interface a common virtual world(and virtual objects contained therein) using different interface modes(e.g., augmented, virtual, blended, etc.). For example, a first userinterfacing a particular virtual world in a virtual interface mode mayinteract with a second user interfacing the same virtual world in anaugmented reality mode.

FIG. 9A illustrates an example wherein a first user 901 (interfacing adigital world of the system 100 in a blended virtual interface mode) andfirst object 902 appear as virtual objects to a second user 922interfacing the same digital world of the system 100 in a full virtualreality mode. As described above, when interfacing the digital world viathe blended virtual interface mode, local, physical objects (e.g., firstuser 901 and first object 902) may be scanned and rendered as virtualobjects in the virtual world. The first user 901 may be scanned, forexample, by a motion capture system or similar device, and rendered inthe virtual world (by software/firmware stored in the motion capturesystem, the gateway component 140, the user device 120, system servers110, or other devices) as a first rendered physical object 931.Similarly, the first object 902 may be scanned, for example, by theenvironment-sensing system 306 of a head-mounted interface 300, andrendered in the virtual world (by software/firmware stored in theprocessor 308, the gateway component 140, system servers 110, or otherdevices) as a second rendered physical object 932. The first user 901and first object 902 are shown in a first portion 910 of FIG. 9A asphysical objects in the physical world. In a second portion 920 of FIG.9A, the first user 901 and first object 902 are shown as they appear tothe second user 922 interfacing the same digital world of the system 100in a full virtual reality mode: as the first rendered physical object931 and second rendered physical object 932.

FIG. 9B illustrates another example embodiment of mixed modeinterfacing, wherein the first user 901 is interfacing the digital worldin a blended virtual interface mode, as discussed above, and the seconduser 922 is interfacing the same digital world (and the second user'sphysical, local environment 925) in an augmented reality mode. In theembodiment in FIG. 9B, the first user 901 and first object 902 arelocated at a first physical location 915, and the second user 922 islocated at a different, second physical location 925 separated by somedistance from the first location 915. In this embodiment, the virtualobjects 931 and 932 may be transposed in realtime (or near real-time) toa location within the virtual world corresponding to the second location925. Thus, the second user 922 may observe and interact, in the seconduser's physical, local environment 925, with the rendered physicalobjects 931 and 932 representing the first user 901 and first object902, respectively.

FIG. 10 illustrates an example illustration of a user's view wheninterfacing the system 100 in an augmented reality mode. As shown inFIG. 10, the user sees the local, physical environment (i.e., a cityhaving multiple buildings) as well as a virtual character 1010 (i.e.,virtual object). The position of the virtual character 1010 may betriggered by a 2D visual target (for example, a billboard, postcard ormagazine) and/or one or more 3D reference frames such as buildings,cars, people, animals, airplanes, portions of a building, and/or any 3Dphysical object, virtual object, and/or combinations thereof. In theexample illustrated in FIG. 10, the known position of the buildings inthe city may provide the registration fiducials and/or information andkey features for rendering the virtual character 1010. Additionally, theuser's geospatial location (e.g., provided by GPS, attitude/positionsensors, etc.) or mobile location relative to the buildings, maycomprise data used by the computing network 105 to trigger thetransmission of data used to display the virtual character(s) 1010. Insome embodiments, the data used to display the virtual character 1010may comprise the rendered character 1010 and/or instructions (to becarried out by the gateway component 140 and/or user device 120) forrendering the virtual character 1010 or portions thereof. In someembodiments, if the geospatial location of the user is unavailable orunknown, a server 110, gateway component 140, and/or user device 120 maystill display the virtual object 1010 using an estimation algorithm thatestimates where particular virtual objects and/or physical objects maybe located, using the user's last known position as a function of timeand/or other parameters. This may also be used to determine the positionof any virtual objects should the user's sensors become occluded and/orexperience other malfunctions.

In some embodiments, virtual characters or virtual objects may comprisea virtual statue, wherein the rendering of the virtual statue istriggered by a physical object. For example, referring now to FIG. 11, avirtual statue 1110 may be triggered by a real, physical platform 1120.The triggering of the statue 1110 may be in response to a visual objector feature (e.g., fiducials, design features, geometry, patterns,physical location, altitude, etc.) detected by the user device or othercomponents of the system 100. When the user views the platform 1120without the user device, the user sees the platform 1120 with no statue1110. However, when the user views the platform 1120 through the userdevice, the user sees the statue 1110 on the platform 1120 as shown inFIG. 11. The statue 1110 is a virtual object and, therefore, may bestationary, animated, change over time or with respect to the user'sviewing position, or even change depending upon which particular user isviewing the statue 1110. For example, if the user is a small child, thestatue may be a dog; yet, if the viewer is an adult male, the statue maybe a large robot as shown in FIG. 11. These are examples of userdependent and/or state dependent experiences. This will enable one ormore users to perceive one or more virtual objects alone and/or incombination with physical objects and experience customized andpersonalized versions of the virtual objects. The statue 1110 (orportions thereof) may be rendered by various components of the systemincluding, for example, software/firmware installed on the user device.Using data indicating the location and attitude of the user device, incombination with the registration features of the virtual object (i.e.,statue 1110), the virtual object (i.e., statue 1110) forms arelationship with the physical object (i.e., platform 1120). Forexample, the relationship between one or more virtual objects with oneor more physical objects may be a function of distance, positioning,time, geo-location, proximity to one or more other virtual objects,and/or any other functional relationship that includes virtual and/orphysical data of any kind. In some embodiments, image recognitionsoftware in the user device may further enhance the digital-to-physicalobject relationship.

The interactive interface provided by the disclosed system and methodmay be implemented to facilitate various activities such as, forexample, interacting with one or more virtual environments and objects,interacting with other users, as well as experiencing various forms ofmedia content, including advertisements, music concerts, and movies.Accordingly, the disclosed system facilitates user interaction such thatthe user not only views or listens to the media content, but rather,actively participates in and experiences the media content. In someembodiments, the user participation may include altering existingcontent or creating new content to be rendered in one or more virtualworlds. In some embodiments, the media content, and/or users creatingthe content, may be themed around a mythopoeia of one or more virtualworlds.

In one example, musicians (or other users) may create musical content tobe rendered to users interacting with a particular virtual world. Themusical content may include, for example, various singles, EPs, albums,videos, short films, and concert performances. In one example, a largenumber of users may interface the system 100 to simultaneouslyexperience a virtual concert performed by the musicians.

In some embodiments, the media produced may contain a unique identifiercode associated with a particular entity (e.g., a band, artist, user,etc.). The code may be in the form of a set of alphanumeric characters,UPC codes, QR codes, 2D image triggers, 3D physical object featuretriggers, or other digital mark, as well as a sound, image, and/or both.In some embodiments, the code may also be embedded with digital mediawhich may be interfaced using the system 100. A user may obtain the code(e.g., via payment of a fee) and redeem the code to access the mediacontent produced by the entity associated with the identifier code. Themedia content may be added or removed from the user's interface.

In one embodiment, to avoid the computation and bandwidth limitations ofpassing realtime or near realtime video data from one computing systemto another with low latency, such as from a cloud computing system to alocal processor coupled to a user, parametric information regardingvarious shapes and geometries may be transferred and utilized to definesurfaces, while textures maybe transferred and added to these surfacesto bring about static or dynamic detail, such as bitmap-based videodetail of a person's face mapped upon a parametrically reproduced facegeometry. As another example, if a system is configured to recognize aperson's face, and knows that the person's avatar is located in anaugmented world, the system may be configured to pass the pertinentworld information and the person's avatar information in one relativelylarge setup transfer, after which remaining transfers to a localcomputing system, such as that 308 depicted in FIG. 1, for localrendering may be limited to parameter and texture updates, such as tomotion parameters of the person's skeletal structure and moving bitmapsof the person's face—all at orders of magnitude less bandwidth relativeto the initial setup transfer or passing of realtime video. Cloud-basedand local computing assets thus may be used in an integrated fashion,with the cloud handling computation that does not require relatively lowlatency, and the local processing assets handling tasks wherein lowlatency is at a premium, and in such case, the form of data transferredto the local systems preferably is passed at relatively low bandwidthdue to the form an amount of such data (i.e., parametric info, textures,etc. versus realtime video of everything).

Referring ahead to FIG. 15, a schematic illustrates coordination betweencloud computing assets (46) and local processing assets (308, 120). Inone embodiment, the cloud (46) assets are operatively coupled, such asvia wired or wireless networking (wireless being preferred for mobility,wired being preferred for certain high-bandwidth or high-data-volumetransfers that may be desired), directly to (40, 42) one or both of thelocal computing assets (120, 308), such as processor and memoryconfigurations which may be housed in a structure configured to becoupled to a user's head (120) or belt (308). These computing assetslocal to the user may be operatively coupled to each other as well, viawired and/or wireless connectivity configurations (44). In oneembodiment, to maintain a low-inertia and small-size head mountedsubsystem (120), primary transfer between the user and the cloud (46)may be via the link between the belt-based subsystem (308) and thecloud, with the head mounted subsystem (120) primarily data-tethered tothe belt-based subsystem (308) using wireless connectivity, such asultra-wideband (“UWB”) connectivity, as is currently employed, forexample, in personal computing peripheral connectivity applications.

With efficient local and remote processing coordination, and anappropriate display device for a user, such as the user interface 302 oruser “display device” featured in FIG. 3, the display device 14described below in reference to FIG. 14, or variations thereof, aspectsof one world pertinent to a user's current actual or virtual locationmay be transferred or “passed” to the user and updated in an efficientfashion. Indeed, in one embodiment, with one person utilizing a virtualreality system (“VRS”) in an augmented reality mode and another personutilizing a VRS in a completely virtual mode to explore the same worldlocal to the first person, the two users may experience one another inthat world in various fashions. For example, referring to FIG. 12, ascenario similar to that described in reference to FIG. 11 is depicted,with the addition of a visualization of an avatar 2 of a second user whois flying through the depicted augmented reality world from a completelyvirtual reality scenario. In other words, the scene depicted in FIG. 12may be experienced and displayed in augmented reality for the firstperson—with two augmented reality elements (the statue 1110 and theflying bumble bee avatar 2 of the second person) displayed in additionto actual physical elements around the local world in the scene, such asthe ground, the buildings in the background, the statue platform 1120.Dynamic updating may be utilized to allow the first person to visualizeprogress of the second person's avatar 2 as the avatar 2 flies throughthe world local to the first person.

Again, with a configuration as described above, wherein there is oneworld model that can reside on cloud computing resources and bedistributed from there, such world can be “passable” to one or moreusers in a relatively low bandwidth form preferable to trying to passaround realtime video data or the like. The augmented experience of theperson standing near the statue (i.e., as shown in FIG. 12) may beinformed by the cloud-based world model, a subset of which may be passeddown to them and their local display device to complete the view. Aperson sitting at a remote display device, which may be as simple as apersonal computer sitting on a desk, can efficiently download that samesection of information from the cloud and have it rendered on theirdisplay. Indeed, one person actually present in the park near the statuemay take a remotely-located friend for a walk in that park, with thefriend joining through virtual and augmented reality. The system willneed to know where the street is, wherein the trees are, where thestatue is—but with that information on the cloud, the joining friend candownload from the cloud aspects of the scenario, and then start walkingalong as an augmented reality local relative to the person who isactually in the park.

Referring to FIG. 13, a time and/or other contingency parameter basedembodiment is depicted, wherein a person is engaged with a virtualand/or augmented reality interface, such as the user interface 302 oruser display device featured in FIG. 3, the display device 14 describedbelow in reference to FIG. 14, or variations thereof, is utilizing thesystem (4) and enters a coffee establishment to order a cup of coffee(6). The VRS may be configured to utilize sensing and data gatheringcapabilities, locally and/or remotely, to provide display enhancementsin augmented and/or virtual reality for the person, such as highlightedlocations of doors in the coffee establishment or bubble windows of thepertinent coffee menu (8). When the person receives the cup of coffeethat he has ordered, or upon detection by the system of some otherpertinent parameter, the system may be configured to display (10) one ormore time-based augmented or virtual reality images, video, and/or soundin the local environment with the display device, such as a Madagascarjungle scene from the walls and ceilings, with or without jungle soundsand other effects, either static or dynamic. Such presentation to theuser may be discontinued based upon a timing parameter (i.e., 5 minutesafter the full coffee cup has been recognized and handed to the user; 10minutes after the system has recognized the user walking through thefront door of the establishment, etc.) or other parameter, such as arecognition by the system that the user has finished the coffee bynoting the upside down orientation of the coffee cup as the user ingeststhe last sip of coffee from the cup—or recognition by the system thatthe user has left the front door of the establishment (12).

Referring to FIG. 14, one embodiment of a suitable user display device(14) is shown, comprising a display lens (82) which may be mounted to auser's head or eyes by a housing or frame (84). The display lens (82)may comprise one or more transparent mirrors positioned by the housing(84) in front of the user's eyes (20) and configured to bounce projectedlight (38) into the eyes (20) and facilitate beam shaping, while alsoallowing for transmission of at least some light from the localenvironment in an augmented reality configuration (in a virtual realityconfiguration, it may be desirable for the display system 14 to becapable of blocking substantially all light from the local environment,such as by a darkened visor, blocking curtain, all black LCD panel mode,or the like). In the depicted embodiment, two wide-field-of-view machinevision cameras (16) are coupled to the housing (84) to image theenvironment around the user; in one embodiment these cameras (16) aredual capture visible light/infrared light cameras. The depictedembodiment also comprises a pair of scanned-laser shaped-wavefront(i.e., for depth) light projector modules with display mirrors andoptics configured to project light (38) into the eyes (20) as shown. Thedepicted embodiment also comprises two miniature infrared cameras (24)paired with infrared light sources (26, such as light emitting diodes“LED”s), which are configured to be able to track the eyes (20) of theuser to support rendering and user input. The system (14) furtherfeatures a sensor assembly (39), which may comprise X, Y, and Z axisaccelerometer capability as well as a magnetic compass and X, Y, and Zaxis gyro capability, preferably providing data at a relatively highfrequency, such as 200 Hz. The depicted system (14) also comprises ahead pose processor (36), such as an ASIC (application specificintegrated circuit), FPGA (field programmable gate array), and/or ARMprocessor (advanced reduced-instruction-set machine), which may beconfigured to calculate real or near-real time user head pose from widefield of view image information output from the capture devices (16).Also shown is another processor (32) configured to execute digitaland/or analog processing to derive pose from the gyro, compass, and/oraccelerometer data from the sensor assembly (39). The depictedembodiment also features a GPS (37, global positioning satellite)subsystem to assist with pose and positioning. Finally, the depictedembodiment comprises a rendering engine (34) which may feature hardwarerunning a software program configured to provide rendering informationlocal to the user to facilitate operation of the scanners and imaginginto the eyes of the user, for the user's view of the world. Therendering engine (34) is operatively coupled (81, 70, 76/78, 80; i.e.,via wired or wireless connectivity) to the sensor pose processor (32),the image pose processor (36), the eye tracking cameras (24), and theprojecting subsystem (18) such that light of rendered augmented and/orvirtual reality objects is projected using a scanned laser arrangement(18) in a manner similar to a retinal scanning display. The wavefront ofthe projected light beam (38) may be bent or focused to coincide with adesired focal distance of the augmented and/or virtual reality object.The mini infrared cameras (24) may be utilized to track the eyes tosupport rendering and user input (i.e., where the user is looking, whatdepth he is focusing; as discussed below, eye verge may be utilized toestimate depth of focus). The GPS (37), gyros, compass, andaccelerometers (39) may be utilized to provide course and/or fast poseestimates. The camera (16) images and pose, in conjunction with datafrom an associated cloud computing resource, may be utilized to map thelocal world and share user views with a virtual or augmented realitycommunity. While much of the hardware in the display system (14)featured in FIG. 14 is depicted directly coupled to the housing (84)which is adjacent the display (82) and eyes (20) of the user, thehardware components depicted may be mounted to or housed within othercomponents, such as a belt-mounted component, as shown, for example, inFIG. 3. In one embodiment, all of the components of the system (14)featured in FIG. 14 are directly coupled to the display housing (84)except for the image pose processor (36), sensor pose processor (32),and rendering engine (34), and communication between the latter threeand the remaining components of the system (14) may be by wirelesscommunication, such as ultra wideband, or wired communication. Thedepicted housing (84) preferably is head-mounted and wearable by theuser. It may also feature speakers, such as those which may be insertedinto the ears of a user and utilized to provide sound to the user whichmay be pertinent to an augmented or virtual reality experience such asthe jungle sounds referred to in reference to FIG. 13, and microphones,which may be utilized to capture sounds local to the user.

Regarding the projection of light (38) into the eyes (20) of the user,in one embodiment the mini cameras (24) may be utilized to measure wherethe centers of a user's eyes (20) are geometrically verged to, which, ingeneral, coincides with a position of focus, or “depth of focus”, of theeyes (20). A 3-dimensional surface of all points the eyes verge to iscalled the “horopter”. The focal distance may take on a finite number ofdepths, or may be infinitely varying. Light projected from the vergencedistance appears to be focused to the subject eye (20), while light infront of or behind the vergence distance is blurred. Further, it hasbeen discovered that spatially coherent light with a beam diameter ofless than about 0.7 millimeters is correctly resolved by the human eyeregardless of where the eye focuses; given this understanding, to createan illusion of proper focal depth, the eye vergence may be tracked withthe mini cameras (24), and the rendering engine (34) and projectionsubsystem (18) may be utilized to render all objects on or close to thehoropter in focus, and all other objects at varying degrees of defocus(i.e., using intentionally-created blurring). A see-through light guideoptical element configured to project coherent light into the eye may beprovided by suppliers such as Lumus, Inc. Preferably the system (14)renders to the user at a frame rate of about 60 frames per second orgreater. As described above, preferably the mini cameras (24) may beutilized for eye tracking, and software may be configured to pick up notonly vergence geometry but also focus location cues to serve as userinputs. Preferably such system is configured with brightness andcontrast suitable for day or night use. In one embodiment such systempreferably has latency of less than about 20 milliseconds for visualobject alignment, less than about 0.1 degree of angular alignment, andabout 1 arc minute of resolution, which is approximately the limit ofthe human eye. The display system (14) may be integrated with alocalization system, which may involve the GPS element, opticaltracking, compass, accelerometer, and/or other data sources, to assistwith position and pose determination; localization information may beutilized to facilitate accurate rendering in the user's view of thepertinent world (i.e., such information would facilitate the glasses toknow where they are with respect to the real world).

Other suitable display device include but are not limited to desktop andmobile computers, smartphones, smartphones which may be enhancedadditional with software and hardware features to facilitate or simulate3-D perspective viewing (for example, in one embodiment a frame may beremovably coupled to a smartphone, the frame featuring a 200 Hz gyro andaccelerometer sensor subset, two small machine vision cameras with widefield of view lenses, and an ARM processor—to simulate some of thefunctionality of the configuration featured in FIG. 14), tabletcomputers, tablet computers which may be enhanced as described above forsmartphones, tablet computers enhanced with additional processing andsensing hardware, head-mounted systems that use smartphones and/ortablets to display augmented and virtual viewpoints (visualaccommodation via magnifying optics, mirrors, contact lenses, or lightstructuring elements), non-see-through displays of light emittingelements (LCDs, OLEDs, vertical-cavity-surface-emitting lasers, steeredlaser beams, etc.), see-through displays that simultaneously allowhumans to see the natural world and artificially generated images (forexample, light-guide optical elements, transparent and polarized OLEDsshining into close-focus contact lenses, steered laser beams, etc.),contact lenses with light-emitting elements (such as those availablefrom Innovega, Inc, of Bellevue, Wash., under the tradename Loptik®;they may be combined with specialized complimentary eyeglassescomponents), implantable devices with light-emitting elements, andimplantable devices that stimulate the optical receptors of the humanbrain.

With a system such as that depicted in FIGS. 3 and 14, 3-D points may becaptured from the environment, and the pose (i.e., vector and/or originposition information relative to the world) of the cameras that capturethose images or points may be determined, so that these points or imagesmay be “tagged”, or associated, with this pose information. Then pointscaptured by a second camera may be utilized to determine the pose of thesecond camera. In other words, one can orient and/or localize a secondcamera based upon comparisons with tagged images from a first camera.Then this knowledge may be utilized to extract textures, make maps, andcreate a virtual copy of the real world (because then there are twocameras around that are registered). So at the base level, in oneembodiment you have a person-worn system that can be utilized to captureboth 3-D points and the 2-D images that produced the points, and thesepoints and images may be sent out to a cloud storage and processingresource. They may also be cached locally with embedded pose information(i.e., cache the tagged images); so the cloud may have on the ready(i.e., in available cache) tagged 2-D images (i.e., tagged with a 3-Dpose), along with 3-D points. If a user is observing something dynamic,he may also send additional information up to the cloud pertinent to themotion (for example, if looking at another person's face, the user cantake a texture map of the face and push that up at an optimizedfrequency even though the surrounding world is otherwise basicallystatic).

The cloud system may be configured to save some points as fiducials forpose only, to reduce overall pose tracking calculation. Generally it maybe desirable to have some outline features to be able to track majoritems in a user's environment, such as walls, a table, etc., as the usermoves around the room, and the user may want to be able to “share” theworld and have some other user walk into that room and also see thosepoints. Such useful and key points may be termed “fiducials” becausethey are fairly useful as anchoring points—they are related to featuresthat may be recognized with machine vision, and that can be extractedfrom the world consistently and repeatedly on different pieces of userhardware. Thus these fiducials preferably may be saved to the cloud forfurther use.

In one embodiment it is preferable to have a relatively evendistribution of fiducials throughout the pertinent world, because theyare the kinds of items that cameras can easily use to recognize alocation.

In one embodiment, the pertinent cloud computing configuration may beconfigured to groom the database of 3-D points and any associated metadata periodically to use the best data from various users for bothfiducial refinement and world creation. In other words, the system maybe configured to get the best dataset by using inputs from various userslooking and functioning within the pertinent world. In one embodimentthe database is intrinsically fractal—as users move closer to objects,the cloud passes higher resolution information to such users. As a usermaps an object more closely, that data is sent to the cloud, and thecloud can add new 3-D points and image-based texture maps to thedatabase if they are better than what has been previously stored in thedatabase. All of this may be configured to happen from many userssimultaneously.

As described above, an augmented or virtual reality experience may bebased upon recognizing certain types of objects. For example, it may beimportant to understand that a particular object has a depth in order torecognize and understand such object. Recognizer software objects(“recognizers”) may be deployed on cloud or local resources tospecifically assist with recognition of various objects on either orboth platforms as a user is navigating data in a world. For example, ifa system has data for a world model comprising 3-D point clouds andpose-tagged images, and there is a desk with a bunch of points on it aswell as an image of the desk, there may not be a determination that whatis being observed is, indeed, a desk as humans would know it. In otherwords, some 3-D points in space and an image from someplace off in spacethat shows most of the desk may not be enough to instantly recognizethat a desk is being observed. To assist with this identification, aspecific object recognizer may be created that will go into the raw 3-Dpoint cloud, segment out a set of points, and, for example, extract theplane of the top surface of the desk. Similarly, a recognizer may becreated to segment out a wall from 3-D points, so that a user couldchange wallpaper or remove part of the wall in virtual or augmentedreality and have a portal to another room that is not actually there inthe real world. Such recognizers operate within the data of a worldmodel and may be thought of as software “robots” that crawl a worldmodel and imbue that world model with semantic information, or anontology about what is believed to exist amongst the points in space.Such recognizers or software robots may be configured such that theirentire existence is about going around the pertinent world of data andfinding things that it believes are walls, or chairs, or other items.They may be configured to tag a set of points with the functionalequivalent of, “this set of points belongs to a wall”, and may comprisea combination of point-based algorithm and pose-tagged image analysisfor mutually informing the system regarding what is in the points.

Object recognizers may be created for many purposes of varied utility,depending upon the perspective. For example, in one embodiment, apurveyor of coffee such as Starbucks may invest in creating an accuraterecognizer of Starbucks coffee cups within pertinent worlds of data.Such a recognizer may be configured to crawl worlds of data large andsmall searching for Starbucks coffee cups, so they may be segmented outand identified to a user when operating in the pertinent nearby space(i.e., perhaps to offer the user a coffee in the Starbucks outlet rightaround the corner when the user looks at his Starbucks cup for a certainperiod of time). With the cup segmented out, it may be recognizedquickly when the user moves it on his desk. Such recognizers may beconfigured to run or operate not only on cloud computing resources anddata, but also on local resources and data, or both cloud and local,depending upon computational resources available. In one embodiment,there is a global copy of the world model on the cloud with millions ofusers contributing to that global model, but for smaller worlds orsub-worlds like an office of a particular individual in a particulartown, most of the global world will not care what that office lookslike, so the system may be configured to groom data and move to localcache information that is believed to be most locally pertinent to agiven user.

In one embodiment, for example, when a user walks up to a desk, relatedinformation (such as the segmentation of a particular cup on his table)may be configured to reside only upon his local computing resources andnot on the cloud, because objects that are identified as ones that moveoften, such as cups on tables, need not burden the cloud model andtransmission burden between the cloud and local resources. Thus thecloud computing resource may be configured to segment 3-D points andimages, thus factoring permanent (i.e., generally not moving) objectsfrom movable ones, and this may affect where the associated data is toremain, where it is to be processed, remove processing burden from thewearable/local system for certain data that is pertinent to morepermanent objects, allow one-time processing of a location which thenmay be shared with limitless other users, allow multiple sources of datato simultaneously build a database of fixed and movable objects in aparticular physical location, and segment objects from the background tocreate object-specific fiducials and texture maps.

In one embodiment, the system may be configured to query a user forinput about the identity of certain objects (for example, the system maypresent the user with a question such as, “is that a Starbucks coffeecup?”), so that the user may train the system and allow the system toassociate semantic information with objects in the real world. Anontology may provide guidance regarding what objects segmented from theworld can do, how they behave, etc. In one embodiment the system mayfeature a virtual or actual keypad, such as a wirelessly connectedkeypad, connectivity to a keypad of a smartphone, or the like, tofacilitate certain user input to the system.

The system may be configured to share basic elements (walls, windows,desk geometry, etc.) with any user who walks into the room in virtual oraugmented reality, and in one embodiment that person's system will beconfigured to take images from his particular perspective and uploadthose to the cloud. Then the cloud becomes populated with old and newsets of data and can run optimization routines and establish fiducialsthat exist on individual objects.

GPS and other localization information may be utilized as inputs to suchprocessing. Further, other computing systems and data, such as one'sonline calendar or Facebook® account information, may be utilized asinputs (for example, in one embodiment, a cloud and/or local system maybe configured to analyze the content of a user's calendar for airlinetickets, dates, and destinations, so that over time, information may bemoved from the cloud to the user's local systems to be ready for theuser's arrival time in a given destination).

In one embodiment, tags such as QR codes and the like may be insertedinto a world for use with non-statistical pose calculation,security/access control, communication of special information, spatialmessaging, non-statistical object recognition, etc.

In one embodiment, cloud resources may be configured to pass digitalmodels of real and virtual worlds between users, as described above inreference to “passable worlds”, with the models being rendered by theindividual users based upon parameters and textures. This reducesbandwidth relative to the passage of realtime video, allows rendering ofvirtual viewpoints of a scene, and allows millions or more users toparticipate in one virtual gathering without sending each of them datathat they need to see (such as video), because their views are renderedby their local computing resources.

The virtual reality system (“VRS”) may be configured to register theuser location and field of view (together known as the “pose”) throughone or more of the following: realtime metric computer vision using thecameras, simultaneous localization and mapping techniques, maps, anddata from sensors such as gyros, accelerometers, compass, barometer,GPS, radio signal strength triangulation, signal time of flightanalysis, LIDAR ranging, RADAR ranging, odometry, and sonar ranging. Thewearable device system may be configured to simultaneously map andorient. For example, in unknown environments, the VRS may be configuredto collect information about the environment, ascertaining fiducialpoints suitable for user pose calculations, other points for worldmodeling, images for providing texture maps of the world. Fiducialpoints may be used to optically calculate pose. As the world is mappedwith greater detail, more objects may be segmented out and given theirown texture maps, but the world still preferably is representable at lowspatial resolution in simple polygons with low resolution texture maps.Other sensors, such as those discussed above, may be utilized to supportthis modeling effort. The world may be intrinsically fractal in thatmoving or otherwise seeking a better view (through viewpoints,“supervision” modes, zooming, etc.) request high-resolution informationfrom the cloud resources. Moving closer to objects captures higherresolution data, and this may be sent to the cloud, which may calculateand/or insert the new data at interstitial sites in the world model.

Referring to FIG. 16, a wearable system may be configured to captureimage information and extract fiducials and recognized points (52). Thewearable local system may calculate pose using one of the posecalculation techniques mentioned below. The cloud (54) may be configuredto use images and fiducials to segment 3-D objects from more static 3-Dbackground; images provide textures maps for objects and the world(textures may be realtime videos). The cloud resources (56) may beconfigured to store and make available static fiducials and textures forworld registration. The cloud resources may be configured to groom thepoint cloud for optimal point density for registration. The cloudresources (60) may store and make available object fiducials andtextures for object registration and manipulation; the cloud may groompoint clouds for optimal density for registration. The could resourcemay be configured (62) to use all valid points and textures to generatefractal solid models of objects; the cloud may groom point cloudinformation for optimal fiducial density. The cloud resource (64) may beconfigured to query users for training on identity of segmented objectsand the world; an ontology database may use the answers to imbue objectsand the world with actionable properties.

The following specific modes of registration and mapping feature theterms “O-pose”, which represents pose determined from the optical orcamera system; “s-pose”, which represents pose determined from thesensors (i.e., such as a combination of GPS, gyro, compass,accelerometer, etc. data, as discussed above); and “MLC”, whichrepresents the cloud computing and data management resource.

The “Orient” mode makes a basic map of a new environment, the purpose ofwhich is to establish the user's pose if the new environment is notmapped, or if the user is not connected to the MLC. In the Orient mode,the wearable system extracts points from an image, tracks the pointsfrom frame to frame, and triangulates fiducials using the S-pose (sincethere are no fiducials extracted from images). The wearable system mayalso filter out bad fiducials based on persistence of the user. Itshould be appreciated that the Orient mode is the most basic mode ofregistration and mapping and will always work even for a low-precisionpose. However after the wearable system has been used in relative motionfor at least a little time, a minimum fiducial set will have beenestablished such that the wearable system is set for using the O-pose torecognize objects and to map the environment. As soon as the O-pose isreliable (with the minimum fiducial set) the wearable set is configuredto jump out of the Orient mode. The “Map and O-pose” mode is used to mapan environment. The purpose of the map and o-pose mode is to establishhigh-precisions poses, map the environment and provide the map andimages to the MLC. In this mode, the O-pose is calculated from matureworld fiducials downloaded from the MLC and/or determined locally. Itshould be appreciated, however, that the S-pose may be used as a checkof the calculated o-pose, and may also be used to speed up computationof the O-pose. Similar to above, the wearable system extracts pointsfrom images, and tracks the points from frame to frame, triangulatesfiducials using the O-pose, and filters out bad fiducials based onpersistence. The remaining fiducials and pose-tagged images are thenprovided to the MLC cloud. It should be appreciated that the thesefunctions (extraction of points, filtering out bad fiducials andproviding the fiducials and pose-tagged images) need not be performed inreal-time and may be performed at a later time to preserve bandwidth.

The O-pose is used to determine the user's pose (user location and fieldof view). The purpose of the O-pose is to establish a high-precisionpose in an already mapped environment using minimum processing power.Calculating the o-pose involves several steps. To estimate a pose at n,the wearable system is configured to use historical data gathered fromS-poses and O-poses (n−1, n−2, n−3, etc.). The pose at n is then used toproject fiducials into the image captured at n to create an image maskfrom the projection. The wearable system extracts points from the maskedregions and calculates the O-pose from the extracted points and matureworld fiducials. It should be appreciated that processing burden isgreatly reduced by only searching/extracting points from the maskedsubsets of a particular image. Going one step further, the calculatedo-pose at n, and the s-pose at n may be used to estimate a pose at n+1.The pose-tagged images and/or video may be transmitted to the MLC cloud.

The “Super-res” mode may be used to create super resolution imagery andfiducials. Composite pose-tagged images may be used to createsuper-resolution images, which may in turn be used to enhance fiducialposition estimation. It should be appreciated that iterate O-poseestimates from super-resolution fiducials and imagery. The above stepsmay be performed real-time on the wearable device or may be transmittedto the MLC cloud and performed at a later time.

In one embodiment, the VRS system may be configured to have certain basefunctionality, as well as functionality facilitated by “apps” orapplications that may be distributed through the VRS to provide certainspecialized functionalities. For example, the following apps may beinstalled to the subject VRS to provide specialized functionality:

A “painterly-renderings” app may be used by artists to create imagetransformations that represent the world as they seen it. Users may thenenable these transformations on their user devices so that they can viewthe world “through the artists' eyes”. A “table top modeling” app mayenable users to build objects from physical objects put on a table. A“virtual presence” app may be used to pass virtual models of space toanother user, who may then move around that space using a virtualavatar.

An “avatar emotion” app may be used to measure aspects such as subtlevoice inflection, minor head movement, body temperature, heart rate,etc. to animate subtle effects on virtual-presence avatars. Digitizinghuman state information and passing that to remote avatar uses lessbandwidth then video. Additionally, such data is map-able to non-humanavatars capable of emotion. For example, a dog avatar can showexcitement by wagging its tail based on excited vocal inflections.

An efficient mesh type network may be desirable for moving data, asopposed to sending everything back to a server. Many mesh networks,however, have suboptimal performance because positional information andtopology is not well characterized. In one embodiment, the system may beutilized to determine the location of all users with relatively highprecision, and thus a mesh network configuration may be utilized forhigh performance.

In one embodiment the system may be utilized for searching. Withaugmented reality, for example, users will generate and leave contentrelated to many aspects of the physical world. Much of this content isnot text, and thus is not easily searched by typical methods. The systemmay be configured to provide a facility for keeping track of personaland social network content for searching and reference purposes.

In one embodiment, if the display device tracks 2-D points throughsuccessive frames, then fits a vector-valued function to the timeevolution of those points, it is possible to sample the vector valuedfunction at any point in time (e.g. between frames) or at some point inthe near future (by projecting the vector-valued function forward intime. This allows creation of high-resolution post-processing, andprediction of future pose before the next image is actual captured(e.g., doubling the registration speed is possible without doubling thecamera frame rate).

For body-fixed rendering (as opposed to head-fixed or world-fixedrenderings) an accurate view of body is desired. Rather than measuringthe body, in one embodiment is possible to derive its location throughthe average position of a user's head. If the user's face points forwardmost of the time, a multi-day average of head position will reveal thatdirection. In conjunction with the gravity vector, this provides areasonably stable coordinate frame for body-fixed rendering. Usingcurrent measures of head position with respect to this long-durationcoordinate frame allows consistent rendering of objects on/around auser's body—with no extra instrumentation. For implementation of thisembodiment, single register averages of head direction-vector may bestarted, and a running sum of data divided by delta-t will give currentaverage head position. Keeping five or so registers, started on day n−5,day n−4, day n−3, day n−2, day n−1 allows use of rolling averages ofonly the past “n” days.

In one embodiment, a scene may be scaled down and presented to a user ina smaller-than-actual space. For example, in a situation wherein thereis a scene that must be rendered in a huge space (i.e., such as a soccerstadium), there may be no equivalent huge space present, or such a largespace may be inconvenient to a user. In one embodiment the system may beconfigured to reduce the scale of the scene, so that the user may watchit in miniature. For example, one could have a gods-eye-view video game,or a world championship soccer game, play out in an unscaled field—orscaled down and presented on a living room floor. The system may beconfigured to simply shift the rendering perspective, scale, andassociated accommodation distance.

The system may also be configured to draw a user's attention to specificitems within a presented scene by manipulating focus of virtual oraugmented reality objects, by highlighting them, changing the contrast,brightness, scale, etc.

Preferably the system may be configured to accomplish the followingmodes:

In open-space-rendering mode, the system is configured to grab keypoints from a structured environment, and fill in the space between withrenderings. This mode may be used to create potential venues, likestages, output space, large indoor spaces, etc.

In object-wrapping mode, the system is configured to recognize a 3Dobject in the real world, and then augment it. “Recognition” in thiscontext may mean identifying the 3D object with high enough precision toanchor imagery to the 3D object. It should be appreciated thatrecognition, in this context, may either mean classifying the type of anobject (e.g., a face of a person), and/or classifying a particularinstance of an object (e.g., Joe, a person). Using these principles inmind, the recognizer software can be used to recognize various things,like walls, ceilings, floors, faces, roads, the sky, skyscrapers, ranchhouses, tables, chairs, cars, road signs, billboards, doors, windows,bookshelves, etc. Some recognizer software programs may be Type I, andhave generic functionality (e.g., “put my video on that wall”, “that isa dog”, etc.), while other recognizer software programs may be Type II,and have specific functionality (my TV is on_my_living room wall 3.2feet from the ceiling”, “that is Fido”, etc.)

In body-centered rendering, any rendered virtual objects are fixed tothe user's body. For example, some objects may float around the user'sbody (e.g., a user's belt). Accomplishing this requires knowing theposition of the body, and not just the head. However, the position ofthe body may be estimated by the position of the head. For example,heads usually point forward parallel to the ground. Also, the positionof the body may become more accurate with time by using data acquired bya long-term average of users' head positions.

For Type II recognized objects (specific functionality), cut-aways ofthe objects are typically shown. Furthermore, Type II recognized objectsmay be linked to an online database of various 3D models. When startingthe recognition process, it is ideal to start with objects that havecommonly available 3D models, like cars or public utilities.

The system may also be used for virtual presence, i.e., enabling a userto paint a remote person's avatar into a particular open space. This maybe considered a subset of “open space rendering,” discussed above. Theuser may create a rough geometry of a local environment and iterativelysend both geometry and texture maps to others. The user must grantpermission for others to enter their environment, however. Subtle voicecues, hand tracking, and head motion may be sent to the remote avatar.Based on the above information, the avatar may be animated. It should beappreciated that creating virtual presence minimizes bandwidth and maybe used sparingly.

The system may also be configured for making an object “a portal” toanother room. In other words, instead of showing an avatar in a localroom, a recognized object (e.g. a wall) may be used as a portal toanother's user's environments. Thus, multiple users may be sitting intheir own rooms, looking “through” walls into the environments of otherusers.

The system may also be configured for creating a dense digital model ofan area when a group of cameras (people) view a scene from differentperspectives. This model may be renderable from any vantage point aslong as the area is viewed through at least one camera. For example, awedding scene, may be rendered through vantage points of multiple users.It should be appreciated that recognizers may differentiate and mapstationary objects differently from moving objects (e.g. walls havestable texture maps, while people have higher frequency moving texturemaps).

With rich digital model updated in real time, scenes may be renderedfrom any perspective. Going back to the wedding example, an attendee inthe back may fly in the air to the front row for a better view. Or anoff-site attendee can find a “seat” either with an avatar, or invisible,if permitted by an organizer. Attendees can show their moving avatar, ormay have it hidden. It should be appreciated that this aspect likelyrequires extremely high bandwidth. High-frequency data may be streamedthrough the crowd on a high-speed local wireless connection, while lowfrequency data may come from the MLC cloud. In the above example,because all attendees of the wedding have high precision positioninformation, making an optimal routing path for local networking may betrivial.

For communication to the system, or between users, simple silentmessaging is often desirable. For example, a finger chording keyboardmay be used. In an optional embodiment, tactile glove solutions mayoffer enhanced performance.

To give a full virtual reality experience to users, the vision system isdarkened and the user is shown a view that is not over-layered with thereal world. Even in this mode, a registration system may still benecessary to track a user's head position. There may be several modesthat may be used to experience full virtual reality. For example, in the“couch” mode, the users may be able to fly. In the “walking” mode,objects of the real world may be re-rendered as virtual objects so thatthe user does not collide with the real world.

As a general rule, rendering body parts is essential for the user'ssuspension of disbelief in navigating through the virtual world. Thisrequires having a method for tracking and rendering body parts in theuser's field of vision (FOV). For example, an opaque visor may be a formof virtual reality with many image-enhancement possibilities. In anotherexample, a wide field of vision may give the user a rear view. In yetanother example, the system may include various forms of “super vision,”like telescope vision, see-through vision, infrared vision, God'svision, etc.

In one embodiment a system for virtual and/or augmented user experienceis configured such that remote avatars associated with users may beanimated based at least in part upon data on a wearable device withinput from sources such as voice inflection analysis and facialrecognition analysis, as conducted by pertinent software modules. Forexample, referring back to FIG. 12, the bee avatar (2) may be animatedto have a friendly smile based upon facial recognition of a smile uponthe user's face, or based upon a friendly tone of voice or speaking, asdetermined by software configured to analyze voice inputs to microphoneswhich may capture voice samples locally from the user. Further, theavatar character may be animated in a manner in which the avatar islikely to express a certain emotion. For example, in an embodimentwherein the avatar is a dog, a happy smile or tone detected by systemlocal to the human user may be expressed in the avatar as a wagging tailof the dog avatar.

Referring to FIGS. 17-22, various aspects of complex gaming embodimentsare illustrated in the context of a spy type game which may bethematically oriented with some of the spy themes presented in relationto the character promoted under the tradename “James Bond 007”®.Referring to FIG. 17, an illustration of a family (84) is depicted, withone member of the family (85) piloting a character in the game byoperating an input device (88), such as a gaming joystick or controller,which is operatively coupled to a gaming computer or console (86), suchas those based upon personal computers or dedicated gaming systems suchas those marketed under the tradename “PlayStation”®. The gaming console(86) is operatively coupled to a display (92) that is configured to showa user interface view (92) to the pilot/operator (85) and others who maybe nearby. FIG. 18 illustrates one example of such a user interface view(92), wherein the subject game is being conducted on or near a bridgewithin the city of London, England. The user interface view (92) forthis particular player (85) is purely virtual reality, in that allelements of the displayed user interface are not actually there in theplayers (85) living room—they are virtual elements displayed using themonitor or display (element 90 in FIG. 17). Referring again to FIG. 18,the depicted virtual reality view (92) features a view of the city ofLondon featuring a bridge (102) and various buildings (98) and otherarchitectural features, with a depiction of the gaming character(118—also referred to as “agent 009” in this illustrative example)operated by the subject player (85) from a perspective view as shown inthe user interface view (92) of FIG. 18. Also displayed from the player(85) are a communications display (96), a compass indicator (94), acharacter status indicator (114), a news tool user interface (104), asocial networking tool user interface (132), and a messaging userinterface (112). Further shown is the representative of anothercharacter in the game (122—also referred to as “agent 006” in thisillustrative example). As shown in the user interface view (92), thesystem may be configured to present information deemed relevant to thescene presented, such as a message through the messaging interface (112)that agent 006 is approaching, along with visually-presentedhighlighting around the agent 006 character. The system may beconfigured such that the operator (85) may change the perspective of theview he or she is utilizing at any time; for example, rather than thehelicopter-like perspective view shown in FIG. 18 (92) with the player'sown character (118) shown ahead and below, the player may decide toselect a view from the perspective of the eyes of such character, or oneof many other possible views which may be calculated and presented.

Referring to FIG. 19, another illustrative view (144) shows an actualhuman player operating as character “agent 006” (140) wearing a headmounted display system (300) and associated local processing system(308) while he participates in the same game that is being played by theoperator at home in her living room (player 85 in FIG. 17, for example),and while he actually walks through the real city of London for hisblended or augmented reality experience. In the depicted embodiment,while the player (140) walks along the bridge wearing his augmentedreality head mounted display (300), his local processing system (308) isfeeding his display with various virtual reality elements as depicted,which are overlaid upon his view of actual reality (i.e., such as theactual skyline and structures of London 138). He is carrying one or moreactual documents (142) in his hands, which, in one embodiment, werepreviously electronically communicated to him for printout and use inthe gaming scenario. FIG. 20 shows an illustration of the view (146)from the player's (140) eye perspective, looking out over his actualdocuments (142) to see the actual London skyline (138), while also beingpresented with a variety of virtual elements for an augmented realityview through his head mounted display (300). The virtual elements mayinclude, for example, a communications display (126), a news display(128), one or more electronic communications or social networking tooldisplays (132), one or more player status indicators (134), a messaginginterface (136), a compass orientation indicator (124), and one or moredisplays of content (148), such as textual, audio, or video content,which may be retrieved and presented in accordance with other displayedor captured information, such as the text or photographs featured in theactual documents (142) carried by the player (140). Nearby othercharacter “agent 009”, who only exists in virtual reality, is presentedinto the augmented reality view (146) of the player (140) operating ascharacter “agent 006”, and may be labeled as such in the user interfacefor easy identification, as shown in FIG. 20.

Referring to FIG. 21, a player's eye view (152) of another player (150)who also happens to be actually present in London (138) and walkingacross the same bridge toward the “agent 006” player (140), but withoutan augmented reality head mounted display (element 300 of FIG. 19, forexample), is presented. This player (150) may not have a head mountedaugmented reality display, but he is carrying a mobile communicationdevice (154) such as a tablet or smartphone, which in this embodiment,may be wirelessly connected with the larger system and utilized as a“window” into the augmented reality world of the subject game andconfigured to present in the limited user interface (156) of the deviceaugmented reality information regarding one or two other nearby playerswho may be actually there (158) or virtual (160), along with otheraugmented reality display information (162) such as warnings orcharacter information.

Referring to FIG. 22, a “bird's eye” or manned or unmanned aerialvehicle (or “UAV”) view is presented (164). In one embodiment, the view(164) may be based upon a virtual UAV operated by another player, or oneof the aforementioned players. The depicted view (164) may be presentedin full virtual mode to a player, for example, who may be sitting on acouch at home with a large computer display (90) or a head mounteddisplay (300); alternatively, such view may be presented as an augmentedreality view to a player who happens to be in an airplane or otherflying vehicle (i.e., “augmented” or blended because to a person in sucha position, at least portions of the view would be actual reality). Theillustrated view (164) contains an interface area for an informationdashboard (170) featuring pertinent information, such as informationregarding an identified counterparty spotted in the view. The depictedview (164) also features virtual highlighting information such as sitesof interest of information (168), locations and/or statuses of otherplayers or characters (166), and/or other information presentations(167).

Referring to FIG. 23, for illustrative purposes, another augmentedreality scenario is presented with a view (172) featuring certain actualreality elements, such as: the architecture of the room (174), a coffeetable (180), a DJ table (178), and five actual people (176, 188, 182,184, 186), each of whom is wearing head mounted augmented realityinterface hardware (300) so that they may experience their own augmentedreality views of things around them, such as a virtual reality cartooncharacter (198), a virtual reality Spanish dancer character (196), astormtrooper character (194), and a globe-rabbit-eared head covering(192) for one of the actual people (188). Without the augmented realityinterface hardware, the room would look to the five actual people like aroom with furniture, a DJ table, and nothing out of the ordinary; withthe augmented reality interface hardware, the system is configured suchthat the engaged players or participants may experience the person whodecided to show up virtually as a stormtrooper, the person who decidedto show up virtually as a Spanish dancer, the person who decided to showup virtually as the cartoon character, and the person who decided toshow up actually wearing normal clothing, but has decided that she wantsher head to be visualized with the globe-rabbit-eared head covering(192). The system may also be configured to show certain virtualfeatures associated with the actual DJ table (178), such as virtualmusic documentation pages (190) which may be only visible to the DJ(176) through his augmented reality interface hardware (300), or DJtable lighting features which may be visible to anyone around usingtheir augmented reality interface hardware (300).

Referring to FIGS. 24A and 24B, an adaptation of a mobile communicationsdevice such as a tablet computer or smartphone may be utilized toexperience augmented reality as a modified “window” into the augmentedreality world of the subject game or experience being created using thesubject system. Referring to FIG. 24A, a typical smartphone or tabletcomputing system mobile device (154) features a relatively simple visualuser interface (156) and typically has a simple camera or two. Referringto FIG. 24B, the mobile computing device has been removably andoperatively coupled into an enhancement console (218) configured toincrease the augmented reality participation capabilities of the mobilecomputing device. For example, the depicted embodiment features twoplayer-oriented cameras (202) which may be utilized for eye tracking;four speakers (200) which may be utilized for simple high-quality audioand/or directional sound shaping; two forward-oriented cameras (204) formachine vision, registration, and/or localization; an added battery orpower supply capability (212); one or more input interfaces (214, 216)which may be positioned for easy utilization by a player grasping thecoupled system; a haptic feedback device (222) to provide feedback tothe user who is grasping the coupled system (in one embodiment, thehaptic feedback device may be configured to provide two axes offeedback, in + or − directions for each axis, to provide directionalfeedback; such configuration may be utilized, for example, to assist theoperator in keeping the system aimed at a particular target of interest,etc.); one or more GPS or localizing sensors (206); and/or one or moreaccelerometers, inertial measurement units, and/or gyros (208).

Referring to FIG. 25, in one embodiment, a system such as that depictedin FIG. 24B may be utilized to coarse-localize a participant in X and Y(akin to latitude and longitude earth coordinates) Cartesian directionsusing a GPS sensor and/or wireless triangulation (232). Coarseorientation may be achieved using a compass and/or wireless orientationtechniques (234). With coarse localization and orientation determined,the distributed system may be configured to load (i.e., via wirelesscommunication) local feature mapping information to the local device(i.e., such as the intercoupled mobile communication system 154 andenhancement console 218). Such information may comprise, for example,geometric information, such as skyline geometry, architectural geometry,waterway/planar element geometry, landscape geometry, and the like(236). The local and distributed systems may utilize the combination ofcoarse localization, coarse orientation, and local feature mapinformation to determine fine localization and orientationcharacteristics (such as X, Y, and Z {akin to altitude} coordinates and3-D orientation) (238), which may be utilized to cause the distributedsystem to load fine pitch local feature mapping information to the localsystem (i.e., such as the intercoupled mobile communication system 154and enhancement console 218) to enhance the user experience andoperation. Movements to different orientations and locations may betracked utilizing coarse localization and orientation tools as well aslocally deployed devices such as inertial measurement units, gryos, andaccelerometers which may be coupled to mobile computing systems such astablets or mobile phones which may be carried by the participant (242).

The head mounted display componentry in various of the aforementionedembodiments may comprise monocular or binocular display technology,transparent video configurations. Further, such componentry may comprisewearable or head-mounted light field display systems in monocular orbinocular form, including laser projection systems wherein an image isprojected upon the user's retina and focal depth information is providedper voxel and/or per frame. The number of depth planes preferably rangesfrom two to an infinite or very large number; in one embodiment between4 and 36 depth planes may be presented for 3-D effect.

Actual objects, such as the DJ table (178) featured in FIG. 23, may beextended with virtual reality surfaces, shapes, and or functionality.For example, in one embodiment, a real button on such device may beconfigured to open a virtual panel which is configured to interact withthe actual device and/or other devices, people, or objects.

Room such as the party room (174) depicted in FIG. 23 may beextrapolated to be any room or space. The system may have anywhere fromsome known data (such as existing two or three dimensional dataregarding the room other associated structures or things)—or may havenearly zero data, and machine vision configurations utilizing camerassuch as those (204) mounted upon the controller console (218) of FIG.24B can be utilized to capture additional data; further, the system maybe configured such that groups of people may crowd source useable two orthree dimensional map information.

In a configuration wherein existing map information is available, suchas three-dimensional map data of the city of London, a user wearing ahead mounted display or “sensory ware” configuration (300) may beroughly located using GPS, compass, and/or other means (such asadditional fixed tracking cameras, devices coupled to other players,etc.). Fine registration may be accomplished from the user's sensorsthen using the known geometry of the physical location as fiducials forsuch registration. For example, in a London-specific building whenviewed at distance X, when the system has located the user within Y feetfrom GPS information and direction C from the compass and map M, thesystem may be configured to implement registration algorithms (somewhatakin to techniques utilized in robotic or computer-assisted surgery) to“lock in” the three-dimensional location of the user within some errorE.

Fixed cameras may also be utilized along with head mounted or sensoryware systems. For example, in party room such as that depicted in FIG.23, fixed cameras mounted to certain aspects of the room (174) may beconfigured to provide live, ongoing views of the room and moving people,giving remote participants a “live” digital remote presence view of thewhole room, such that their social interactions with both virtual andphysical people in the room is much richer. In such an embodiment a fewrooms may be mapped to each other: the physical room and virtual roomgeometries may be mapped to each other; additional extensions or visualsmay be created which map it equally to, less than, or larger than thephysical room, with objects moving about through both the physical andvirtual “meta” rooms, and then visually customized, or “skinned”,versions of the room may be made available to each user or participant(i.e., while they may be in the exact same physical or virtual room, thesystem may allow for custom views by users; for example, the virtualstormtrooper (194) of FIG. 23 can be at the party, but have theenvironment mapped with a “Death Star” motif or skin, while the DJ (176)may have the room skinned as it is shown in FIG. 23 with the partyenvironment; thus the notion of “shared cinematic reality”, wherein eachuser has a consensus view of some aspects of the room, but also canmodify certain variables (color, shape, etc.) to their personal liking,all simultaneously.

Various exemplary embodiments of the invention are described herein.Reference is made to these examples in a non-limiting sense. They areprovided to illustrate more broadly applicable aspects of the invention.Various changes may be made to the invention described and equivalentsmay be substituted without departing from the true spirit and scope ofthe invention. In addition, many modifications may be made to adapt aparticular situation, material, composition of matter, process, processact(s) or step(s) to the objective(s), spirit or scope of the presentinvention. Further, as will be appreciated by those with skill in theart that each of the individual variations described and illustratedherein has discrete components and features which may be readilyseparated from or combined with the features of any of the other severalembodiments without departing from the scope or spirit of the presentinventions. All such modifications are intended to be within the scopeof claims associated with this disclosure.

The invention includes methods that may be performed using the subjectdevices. The methods may comprise the act of providing such a suitabledevice. Such provision may be performed by the end user. In other words,the “providing” act merely requires the end user obtain, access,approach, position, set-up, activate, power-up or otherwise act toprovide the requisite device in the subject method. Methods recitedherein may be carried out in any order of the recited events which islogically possible, as well as in the recited order of events.

Exemplary aspects of the invention, together with details regardingmaterial selection and manufacture have been set forth above. As forother details of the present invention, these may be appreciated inconnection with the above-referenced patents and publications as well asgenerally known or appreciated by those with skill in the art. The samemay hold true with respect to method-based aspects of the invention interms of additional acts as commonly or logically employed.

In addition, though the invention has been described in reference toseveral examples optionally incorporating various features, theinvention is not to be limited to that which is described or indicatedas contemplated with respect to each variation of the invention. Variouschanges may be made to the invention described and equivalents (whetherrecited herein or not included for the sake of some brevity) may besubstituted without departing from the true spirit and scope of theinvention. In addition, where a range of values is provided, it isunderstood that every intervening value, between the upper and lowerlimit of that range and any other stated or intervening value in thatstated range, is encompassed within the invention.

Also, it is contemplated that any optional feature of the inventivevariations described may be set forth and claimed independently, or incombination with any one or more of the features described herein.Reference to a singular item, includes the possibility that there areplural of the same items present. More specifically, as used herein andin claims associated hereto, the singular forms “a,” “an,” “said,” and“the” include plural referents unless the specifically stated otherwise.In other words, use of the articles allow for “at least one” of thesubject item in the description above as well as claims associated withthis disclosure. It is further noted that such claims may be drafted toexclude any optional element. As such, this statement is intended toserve as antecedent basis for use of such exclusive terminology as“solely,” “only” and the like in connection with the recitation of claimelements, or use of a “negative” limitation.

Without the use of such exclusive terminology, the term “comprising” inclaims associated with this disclosure shall allow for the inclusion ofany additional element—irrespective of whether a given number ofelements are enumerated in such claims, or the addition of a featurecould be regarded as transforming the nature of an element set forth insuch claims. Except as specifically defined herein, all technical andscientific terms used herein are to be given as broad a commonlyunderstood meaning as possible while maintaining claim validity.

The breadth of the present invention is not to be limited to theexamples provided and/or the subject specification, but rather only bythe scope of claim language associated with this disclosure.

What is claimed is:
 1. A method, comprising: interacting with a virtualworld comprising virtual world data through a head-mounted user displaydevice, wherein the head-mounted user display device renders a displayimage associated with at least a portion of the virtual world data to auser based on an estimated depth of focus of the user's eyes; creatingan additional virtual world data originating from at least one of theinteraction of the head-mounted user device with the virtual world andan interaction with a physical environment of the user; and transmittingthe additional virtual world data to a computer network.
 2. The methodof claim 1, further comprising: transmitting, for presentation theadditional virtual world data to a second user at a second location suchthat the second user can experience the additional virtual world datafrom the second location.
 3. The method of claim 1, wherein theadditional virtual world data is associated with a field-of-view imagecaptured through the head-mounted user display device.
 4. The method ofclaim 1, wherein the additional virtual world data is associated with atleast one a sensed movement of the user, a sensed location of the user,a sensed direction of the user and a sensed orientation of the user. 5.The method of claim 1, wherein the additional virtual world data isassociated with a physical object sensed by the head-mounted userdisplay device.
 6. The method of claim 5, wherein the additional virtualworld data is associated with the display object having a predeterminedrelationship with the sensed physical object.
 7. The method of claim 1,further comprising: selecting, based on user input, an interface forenabling interaction between the user and the head-mounted user displaydevice; and rendering the display object associated with at least theportion of the virtual world data based on the selected interface. 8.The method of claim 7, wherein the selected interface is one of avirtual reality mode, an augmented reality mode, a blended reality mode,and a combination of the virtual reality and augmented reality modes. 9.The method of claim 1, wherein the virtual world is presented in atwo-dimensional format.
 10. The method of claim 1, wherein the virtualworld is presented in a three-dimensional format.
 11. A method enablingtwo or more users to interact with a virtual world comprising virtualworld data, comprising: displaying the virtual world through a firstuser display device in a first visualization mode of a first user;transmitting at least a portion of the virtual world data, through acomputer network, to a second user display; and displaying the virtualworld associated with the transmitted portion of the virtual world datain a second visualization mode at the second user display device of asecond user.
 12. The method of claim 11, wherein the first visualizationmode is different from the second visualization mode.
 13. The method ofclaim 11, wherein the first visualization mode is at least one of anaugmented reality mode, a virtual reality mode, a blended reality mode,and a combination of the virtual reality and augment reality modes. 14.The method of claim 11, wherein the second visualization mode is atleast one of an augmented reality mode, a virtual reality mode, ablended reality mode, and a combination of the virtual reality andaugment reality modes.